OUTPOST 2: DIVIDED DESTINY
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COMPLETE WALKTHROUGH
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Table of Contents:
- Introduction
- Updates/Revisions
* Eden Walkthrough*
- Mission one
- Mission two
- Mission three
- Mission four
- Mission five
- Mission six
- Mission seven
- Mission eight
- Mission nine
- Mission ten
- Mission eleven
- Mission twelve
* Plymouth Walkthrough*
- Mission one
- Mission two
- Mission three
- Mission four
- Mission five
- Mission six
- Mission seven
- Mission eight
- Mission nine
- Mission ten
- Mission eleven
- Mission twelve
- Legal Junk
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This is my complete walkthrough of Outpost 2, and the last sequel
to the Outpost 2 series.
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Version 1.0 - The whole FAQ. Everything. If you have any questions,
comments, or corrections, please e-mail me at:
_ [email protected] _ ,my name is Cam
Roth.
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Mission One -
Mission Briefing:
Commander:
Something has gone horribly wrong. We must evacuate the colony
immediately. All available Evacuation Transports have been
filled to capacity and are ready to leave.
Our survivability projections have identified the vehicles and
supplies we need to build a viable new colony.
Gather these materials and rendezvous at the mining beacon
southeast of our colony. An exact list of needed materials is
available in the Specific Objectives.
Hurry, Commander. Time is running out.
The Map:
Terrain map for Eden Mission 1. This is a 64 x 64 map
Easy Level
Mission Objectives:
Move all units and their cargos to the mining beacon southeast
of
our colony.
Strategies:
Your vehicles are already loaded with their cargos, so you will
not
have to do any docking or loading at all. You just have to
move
all the vehicles to the mining beacon.
Position the mouse in the northwest corner, press and hold the
left
mouse and drag the mouse pointer to the southeast corner of
the
map. Release the left mouse button, and all of the vehicles
will
be selected. Move the cursor (it should be the Move cursor) to
the
mining beacon and click. Right-click to de-select your
vehicles
and watch them go.
Normal Level
Mission Objectives:
All of the following materials must be evacuated, that is, moved
to
the vicinity of the mining beacon to the southeast of the
colony.
1) 6 structure kits (each must be loaded onto a ConVecs):
Basic Lab,Structure Factory,Tokamak, Agridome, Common
Ore
Smelter, Command Center.
2) 4000 units of Common Metals (loaded into 4 Cargo
Trucks).
3) 4000 units of Food (loaded into 4 Cargo Trucks)
4) Colonists (loaded in 3 Evacuation Transports)
5) Other vehicles: Earthworker, 2 Robo-Surveyors, 2 Robo-
Miners
Strategies:
Some of your vehicles are already loaded and ready, others need
to
be loaded. Find the empty ConVecs and get them to the
Structure
Factory quickly. While they are going, load two empty Cargo
Trucks
with food at the Agridome and two with Common Metals at either
the
Common Ore Smelter or Common Metals Storage Tanks. Once all
the
structure kits are in ConVecs, drag- select the entire screen
(just
as in the Easy level) and move the vehicles to the mining
beacon.
Hard Level
Mission Objectives:
All of the following materials must be evacuated, that is, moved
to
the vicinity of the mining beacon to the southeast of the
colony.
1) 6 structure kits (each must be loaded onto a ConVecs):
Basic Lab, Structure Factory, Tokamak, Agridome,
Common Ore Smelter, Command Center.
2) 4000 units of Common Metals (loaded into 4 Cargo
Trucks).
3) 4000 units of Food (loaded into 4 Cargo Trucks)
4) Colonists (loaded in 3 Evacuation Transports)
5) Other vehicles: Earthworker, 2 Robo-Surveyors, 2 Robo-
Miners
Strategies:
At the Hard level, none of your vehicles have the cargoes they
need,
you do not have enough Common Metals in storage or vehicles on
the
map, and there is a Power shortage as well.
First, solve the Power problem. Since the colony is about to
wiped
out, you need not worry about Morale, research, or your
Colonists'
health. Idle all Residences, Labs, Recreation Facilities, and
Medical Centers. You must release enough Power to bring your
Garages Active.
Next, find the Cargo Trucks loaded with the Common Ore. Dock
them
at the Smelter to make the Common Metals you need. While they
are
en route, get the vehicles out of storage at the Garages.
Load the ConVecs and Cargo Trucks, then drag-select the entire
map
to select all of your vehicle.
Research:
There is no research available in this Unit Mission.
Mission Two -
Mission Briefing:
Commander:
Our secret terraforming experiments have produced a deadly side
effect. A mutated microbe is spreading through the planet's
crust.
Our scientists call it the "Blight."
Your computer display has been modified to show its projected
growth. We do not yet know how to stop it.
We must establish a temporary colony here. The emergency
evacuation
has left many of our people exhausted and weak, and our food
supplies are diminishing to critical levels.
To survive we need to grow more food and mine ores to produce
more
metals.
Most of our surviving colonists do not yet know what happened
but
rumors are circulating. Morale is holding at a steady
level.for
now.
As the Blight continues to spread we will eventually need to
evacuate again. We must build structure kits to be ready when
that
time comes.
In addition, the scientific databases we evacuated from Eden are
badly scrambled and must be reconstructed.
We have done a new survivability projection of resources for our
next evacuation. Check the Specific Objectives for that list.
Move quickly Commander. The Blight is approaching.
The Map
Terrain map for Eden Mission 2. This is a 128 x 64 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 20 Children, 14
Workers, and 8 Scientists.
2) You must research these topics: Astronomy, Boptronics,
Chemistry, Planetary Sciences, and Social Sciences.
3) You must have the following structure kits in storage
at
Structure Factory: Agridome, Command Center, Common
Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with
Common
Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Earthworker,
one
Robo-Miner, and one Robo-Surveyor.
Strategies:
Group select all seven empty Cargo Trucks and set on an ore-
hauling
route between the mine to the east and the smelter. After the
first load of ore has been delivered, send two empty Trucks
to the Agridomes.
Start building an Agridome kit. Move a ConVec to the loading
dock
of the Structure Factory and load it with the Agridome kit as
soon
as it has been completed. Deploy the Agridome directly below
the
Structure Factory to avoid travel time. Start producing another
Agridome kit.
Start researching one of the topics in the Basic Lab. The
research
order doesn't matter in this mission. As soon as your hear the
"Research Completed" message hit the space bar to jump to
the Basic Lab and assign another topic.
After accumulating 5000 Common Metals in the Smelter, take the
Trucks from the ore-hauling route and load one Truck at a time.
Normal Level
Mission Objectives:
1) You must have a minimum population of 20 Children, 14
Workers, and 8 Scientists.
2) You must research these topics: Astronomy, Boptronics,
Chemistry, Planetary Sciences, and Social Sciences.
3) You must have the following structure kits in storage
at
Structure Factory: Agridome,Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with
Common
Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Earthworker,
one
Robo-Miner, and one Robo-Surveyor.
Strategies:
Survey the beacon to the east and build a Mine on it.. Construct
the
buildings in a row stretching towards the beacon. Build the
Smelter close to the east end of the base to keep the route from
the Mine to the Smelter short. Build the Mine and have the
empty
Cargo Trucks set up an ore- hauling route. As soon as you have
enough Metals build a second Agridome.
You may want to unload some of the Metals in the Trucks so you
can
begin building the structure kits you need. Use those empty
Trucks
to haul more ore.
Remember to keep your Basic Lab busy doing research.
You may want to move the Evac Transports and other units that
you
are not using out of the way to the east side of the map. They
will
not be in any danger there.
If you have enough Metals in storage near the end of the
mission,
consider building Storage Tanks on the east side of the colony,
away
from the microbe. This lets you load Metals at both the Smelter
and the Storage Tanks avoiding a bottleneck at the Smelter.
Hard Level
Mission Objectives:
1) You must have a minimum population of 20 Children, 14
Workers, and 8 Scientists.
2) You must research these topics: Astronomy, Boptronics,
Chemistry, Planetary Sciences, and Social Sciences.
3) You must have the following structure kits loaded into
ConVecs: Agridome, Command Center, Common Ore Smelter,
Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with
Common
Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least one Earthworker, one Robo-Miner,
and
one Robo-Surveyor.
Strategies:
You must act quickly and precisely here. Start your ConVecs
moving
toward the Command Center, then select each one and order it to
deploy its structure kit. These should stretch in a l
line from the Command Center eastward, with the Common Ore
Smelter
at the end of the line.
Build your Tokamak quickly south of the Command Center. The
"rocky
plains" terrain, light gray colored without vegetation, is the
fastest terrain to build on in the game. Get the Tokamak there
quickly.
After the ConVecs have started moving give a Robo-Surveyor a
path to
the mining beacon using waypoints. Without waypoints he will
not
get their soon enough. Do the same with one of your
Robo-Miners.
When those units are on their way, move the Cargo Trucks
carrying
Metals to your Smelter's construction site to unload them as
soon as it is completed.
If you are one Tube too far apart when you place your
structures,
you can still unload the Metals in the Smelter when it is
completed.
Build Tubes to connect the buildings.
You may need to unload all metals and use them for building
structure kits. Keep your ConVecs near the Structure Factory to
load structure kits as they are completed.
Build another Agridome as soon as possible to build up enough
food
and do the basic research as you go along. Building the
Agridome
between the Smelter and the Mine will give the Trucks some
bulldozed terrain to drive across.
Finally, as in the Normal level, you may want to build Storage
Tanks
on the west side of your colony, so that you may load metals in
two
places at the end of the mission.
Research:
On all three levels, you must research all of the topics
available.
These are:
Topic Predecessor Cost Sci Lab
Astronomy None 400 5 Basic
Astronomy is the study of matter and energy in the universe,
particularly the composition and movement of celestial bodies.
Prior to our hurried departure, our astronomical database
contained
a great deal of information on nearby star systems and the local
region of space. This database was corrupted and must be
rebuilt.
Our astronomical database has been rebuilt, giving us increased
knowledge of the possible resources and hazards of this part of
space. It can provide the basis for future research.
Boptronics None 400 5 Basic
"Boptronics" refers to hybrid devices and systems which use
electronic, biological and optical components. Our colony is
entirely dependent on this type of equipment, but our database
of
boptronic engineering techniques has been damaged.
Reassembling this data is a top priority for our survival.
Our boptronics database has been restored. We will soon be able
to
develop new processes, techniques, and devices.
Chemistry None 400 5 Basic
The science of chemistry investigates the composition and
properties
of materials. Our databases contained all of Earth's knowledge
of
chemistry, as well as the results of many experiments carried
out
since we landed on New Terra; our studies in analytical
chemistry,
examining the composition of materials in the New Terrestrial
soil
are particularly valuable.
This chemical database must now be rebuilt.
The chemical database has been reconstructed, and will provide
the
foundation of future scientific progress.
Planetary Sciences None 400 5 Basic
The planetary sciences data bank included studies of the soil,
landforms, and atmosphere of New Terra, as well as all
geoscientific
research done on Earth and the solar system prior to the
planet's destruction. Restoration of this database is essential
to
our continued survival on New Terra.
Our planetary sciences database has been reassembled.
Social Sciences None 400 5 Basic
The planetary sciences data bank included studies of the soil,
landforms, and atmosphere of New Terra, as well as all
geoscientific
research done on Earth and the solar system prior to the
planet's destruction. Restoration of this database is essential
to
our continued survival on New Terra.
Our planetary sciences database has been reassembled.
Mission Three -
Mission Briefing:
Commander:
Our colony has relocated again as far away from The Blight as
our
limited supplies would allow.
Now we must expand our research and grow our colony to survive.
The Basic Lab is no longer useful. The new Standard Lab
configuration will allow us to develop new technologies with
tangible results.
Cybernetic Teleoperation research will allow us to build more
vehicles and remotelyoperate them.
An active Nursery will allow us to expand our population and
decrease infant mortality rates. An active University will
allow us
to train new workers and scientists.
This new colony location is seismically active. This seems to
be a
side effect of The Blight as it spreads over New Terra. Be
prepared
for tremors.
The colonists will soon realize the gravity of our situation and
morale may begin to fluctuate.
This may affect our production rates at factories, agridomes,
and
laboratories. High morale will improve the birth rate and lower
the
mortality rate.
Do what you can to keep the colonists happy but do not forget
about
our other objectives.
The Blight is still a threat. We must keep sufficient
Evacuation
Transports ready and prepare other resources to move if we
cannot
stop it.
To have any hope of stopping The Blight we must learn more about
it.
Our scientists need some data from some of the Advanced Labs in
our
original colony.
They believe they can make modifications to some vehicles
providing
temporary resistance to the effect of The Blight.
One other modification to these vehicles must be made. Before
the
"accident", our Council had become very concerned about the
threats
from Plymouth's leaders.
To protect ourselves in the face of these hostile words our
Council
ordered some of our scientists to develop defensive weapons
systems.
Several prototypes had been developed using modified industrial
lasers. The prototypes had been installed in some structures
and
vehicles for testing purposes.
Our scientists believe the Blight may have infected and altered
the
organic memories of these systems. They may perceive our
expedition's return as some kind of a threat.
The vehicles we send back will need to be equipped properly to
defend themselves. Research will allow us to construct our own
weapon prototypes.
The Savant computers have done projections of what we will need
to
accomplish all of these goals. See the Specific Objectives list
for
this information.
Act quickly Commander. We must be ready.
The Map:
Terrain map for Eden Mission 3. This is a 128 x 64 map.
Easy Level
Mission Objectives:
1) You must have a minimum population of 28 Children, 22
Workers, and 15 Scientists.
2) You must research these topics: Emergency Response
Systems, Health Maintenance, Cybernetic Teleoperation,
Large-Scale Optical Resonators*, Mobile Weapons
Platform*.
3) You must have the following structure kits in storage
at
Structure Factory: Agridome, Command Center, Common
Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least five Cargo Trucks loaded with
Common
Metals and three Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must build a Vehicle Factory*.
7) You must have at least five ConVecs, one Robo-Surveyor,
one
Robo-Miner*, two Scouts*, and four Lynx*.
Objectives marked with an asterisk (*) are added during the
course
of the mission as other objectives are achieved.
Strategies:
This mission requires close attention to Morale to help meet
your
population goals. Build an additional Residence and Agridome as
soon as possible; this will help build Morale. Start training
all but two Workers to be Scientists at the beginning of the
mission. This will increase the number of Scientists
(increasing
the speed of your research) and also reduce the number of
unemployed
Workers. Continue to train small numbers of Scientists
throughout
the mission.
Put all available Cargo Trucks on an ore-hauling route between
the
Mine to the northwest of the base and your Common Ore Smelter.
If
the Trucks get too bunched up at the Smelter's dock,
move a couple of them out of the way to clear the jam. After
the
rest are moving again, unload them at the Smelter and reroute
them.
Trucks must be unloaded to accept programming for an automatic
mine
route. Research topics which aid morale. Starting with
Environmental Psychology, then proceed to Health Maintenance,
Seismology, and Emergency Response Systems in that order. Build
a
Medical Center as soon as Health Maintenance is completed, and
build
a DIRT as soon as Emergency Response Systems has been
researched.
This will require 3 Workers and 2 Scientists to staff, so plan
accordingly. Do not research Metals Reclamation until it is the
last topic available.
After the Morale issues have been completed, research Cybernetic
Teleoperation, Large Scale Optical Resonators, and Mobile
Weapons
Platform in that order. Start building your Vehicle Factory kit
as
soon as you have completed Cybernetic Teleoperation. The other
two
are required to let the Vehicle Factory produce Laser Lynx
tanks.
While they are being researched, build the Vehicle Factory, 2
Scouts, and a Robo-Miner.
Normal Level
Mission Objectives:
1) You must have a minimum population of 28 Children, 22
Workers, and 15 Scientists.
2) You must research these topics: Emergency Response
Systems, Health Maintenance, Cybernetic Teleoperation.
3) You must have the following structure kits in storage
at
Structure Factory: Agridome, Command Center, Common
Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with
Common
Metals and three Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Robo-Surveyor,
one
Robo-Miner*, two Scouts*, and four Lynx*.
Objectives marked with an asterisk (*) are added during
the
course of the mission as other objectives are achieved.
Strategies:
Research Seismology first. This will give you warning of the
quakes
coming and let you move any vehicles out of the way.
Very soon after that research Cybernetic Teleoperations. Then
place
a Residence, Vehicle Factory and a Medical Center on the map as
quickly as you can.
Hard Level
Mission Objectives
1) You must have a minimum population of 26 Children, 20
Workers, and 15 Scientists.
2) You must research these topics: Emergency Response
Systems, Health Maintenance, Cybernetic Teleoperation.
3) You must have the following structure kits loaded into
ConVecs: Agridome, Command Center, Common Ore Smelter,
Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with
Common
Metals and three Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least one Robo-Surveyor, one Robo-
Miner,
three Scouts, and five Lynx.
Strategies:
This is one of the hardest missions in the game. You do not
have
very many people and the quakes and microbe make it a very
difficult
scenario.
At the beginning, focus almost entirely on building your Morale.
Do
Health Maintenance immediately. This is the only way to keep
enough
Workers and Scientists alive since your Morale starts at such a
poor
level that your death rate will be high. Also, do not train all
of
your Workers into Scientists at the start. Workers contribute
twice
as much to the birth rate as Scientists. If you convert them,
you
will not be able to produce enough Children to succeed. You may
only have a few Scientists doing research at a time, but getting
more Children is the critical challenge. Do the vehicles and
weapons research near the very end.
Remember that you can Idle some structures to free up Workers
for
others, so once your Structure Factory has finished all the kits
you
need Idle it to get those Workers into other structures.
Do not worry about the mining beacons in the south and
southwest.
These will get hit by a lot of quakes and you will lose a lot of
Cargo Trucks that way. Send all of the Trucks to haul ore from
the mine in the west.
Most of the quakes hit to the west of your base but there are a
couple that can be north and south.
If you have researched Seismology, move your vehicles out of the
way
when you get the warning and Idle the structures near the
epicenter
until the quake is over.
As you complete the vehicle requirements, move your vehicles out
of
the way to the northeast corner of the maps... no quakes ever
hit
there.
You may wish to build a GORF and recycle some of your structures
at
the end to get enough Metals. If the only thing you have left
to
complete is the Metals requirement, forget worry about
Morale and recycle as many structures as you need to finish.
Build Storage Tanks near the end to avoid a botteneck at the
Smelter.
Research
Topic Predecessor Cost Sci Lab
Advanced Vehicle Power Plant
High-Temp. Superconductivity 1500 12 Std
Several of the vehicle models we use are powered by the R-2000
cool-
fusion plant. Our work in High-Temperature Superconductivity
may be
applicable to an improvement of this power plant.
The new R-3000 series cool-fusion plant has been installed in
all
Cargo Trucks, Robo-Dozers, and Earthworkers,
replacing the earlier R-2000 model. This application of the
High-
Temperature Superconductivity technology has increased the speed
of
these three vehicles.
Increases speeds of the Cargo Truck, Robo-Dozer, and
Earthworker.
Cybernetic Teleoperation None 800 10 Std
Prior to the evacuation from our original colony site, Workers
remotely operated our vehicles using a technology called
Teleoperation. Since the catastrophe, we no longer have enough
Workers to teleoperate our vehicles. The Savant computers at
the
Command Center have taken on part of this burden, but the job is
taxing their capacity. We need a specialized computer vehicle
control system. This Cybernetic Teleoperation project should
allows us to operate a much larger number of vehicles.
Our research has resulted in a specialized variant of the
Command
Center, with dedicated computers and communications
capabilities.
In addition, all vehicle designs now include the
less expensive Noesis computer, utilizing elements of the Savant
technology. This transfers much of the computing burden from
the
Robot Command Center to the vehicle itself.
Allows production of Robot Command Center and Vehicle Factory
structure kits at the Structure Factory.
Emergency Response Systems None 1000 10 Std
Given the new dangers confronting our colony, we need more
protection against disaster than our emergency shelters are able
to
provide. Unfortunately, those colonists trained in
emergency response were killed before we could evacuate Eden.
This project will develop new methods, tools, and techniques to
respond to structural damage.
Disaster Instant Response Teams (DIRTs) can reduce damage to
structures. Once the DIRT structure has been deployed, DIRT
members
trained in emergency medical care and structural reinforcement
will
be on the scene in a matter of seconds.
Allows production of DIRT structure kits at the Structure
Factory.
Environmental Psychology None 1500 12 Std
Environmental Psychology studies the relationships between human
behaviors and the environments in which they occur.
The forced evacuation of our old colony site has increased the
stress on our Colonists; additional research in this field may
help
us to create a more supportive environment and improve Morale.
Our expanded knowledge of the causes and effects of crowding and
environmental and situational stressors has enabled us to
redesign
our Residences. We can now house more people in the same space,
while improving Morale.
Increases Residence capacity from 25 to 35 Colonists.
Health Maintenance None 600 6 Std
Although our emergency medical systems are adequate to deal with
accidents and disasters, our people are suffering from a lack of
regular medical care. We could exploit the vast medical
knowledge
in our databases to develop a regimen of health maintenance
practices.
Medical Center personnel are trained in a variety of techniques
of
preventive medicine as well as the treatment of illness and
injury.
Each Medical Center can support the health needs of up to 40
colonists, improving the health and morale of the colony.
Allows production of Medical Center structure kits at the
Structure
Factory.
High-Temperature Superconductivity None 1200 12 Std
Superconductivity is the ability of certain materials to conduct
electric current with no resistance and extremely low losses.
The best superconductive materials we have require an operating
temperature of 152 degrees Kelvin (-121 degrees Celsius). Many
new
applications could be developed with a significant increase in
the
temperature of superconduction.
Our research into High-Temperature Superconductivity has
resulted in
the discovery of an alloy that is superconducting at 236 degrees
Kelvin (-37 degrees Celsius), over 80 degrees higher than
previous
superconductors, improving power generation at our Tokamaks.
Increases Tokamak Power output from 250 to 300 units.
Hydroponic Growing Media None 1500 10 Std
Our Agridomes use a variety of methods, including Hydroponics
(soilless farming) to fill our Food requirements. Some of our
Agricultural Workers have ideas on ways to improve the
growing medium in which our Hydroponic crops are grown.
By adjusting the nutrients in the liquid in which our hydroponic
crops are grown, we have been able to increase production at our
Agridomes.
Increases Food production from 40 units to 50.
Large-Scale Optical Resonators None 1200 12 Std
Satellite observation indicates several of Chairman Nguyen's
armed
vehicles and guard posts still function at the old colony site.
The
full plans for these were not in the databases we brought from
Eden,
so we must recreate the technology. The key development will be
the
design of an optical resonator large enough to produce a
weapons-
strength beam.
Industrial laser torches provided the model for the Laser
turret,
whose large-scale optical resonators are capable of generating a
beam that can slice through enemy targets quite easily.
Allows production of Guard Post structure kits at the Structure
Factory. Makes the Laser weapon available.
Metallogeny None 1200 12 Std
Metallogeny is the branch of geology that seeks to define the
relationship between the geological history of an area and its
mineral deposits. Metallogenic research is aimed at achieving a
better understanding of the nature and geological settings of
base
and precious metal deposits, and to use this understanding to
help
develop areas of high mineral potential.
Our Metallogenic research has developed a new technique of
locating
and exploiting veins of Ore. This new method has increased
Common
Ore production.
Increases Common Ore Mine yield.
Metals Reclamation None 800 10 Std
With our growing needs, we can no longer afford to overlook any
possible sources of Metals.
A few adaptations to our current Smelter technology may enable
us to
reclaim some of the materials in structures we no longer need.
The Garbage and Ore Recycling Facility (GORF) uses a variant of
the
hot-cracking technology used at the Common Ore Smelter to
extract
usable Metals from deconstructed structures, unneeded structure
kits, and rubble.
Allows production of GORF structure kits at the Structure
Factory.
Mobile Weapons Platform Cybernetic Teleoperation
Large-Scale Optical Resonators 1400 12 Std
While our Command Center staff is quite pleased with the new
Guard
Post/Laser structures, they point out that our defenses are
rather
inflexible, due to their lack of mobility. At their suggestion,
our
Scientists have outlined a project for developing a mobile
weapons
platform, which can be armed with the Laser turret.
The Lynx light combat chassis is a design adapted from existing
vehicles. The Lynx includes light armor-plating and a weapons
hard
point, to which a Laser turret (or any other weapons system we
develop) may be attached.
Allows production of Lynx at the Vehicle Factory.
Seismology None 1700 11 Std
Our previous research on the geology of New Terra indicated that
the
planet was not subject to seismic activity; recent events,
however,
have changed the situation. Our planetary sciences database
shows
that seismologists had developed methods of seismic event
prediction on Earth; some of these techniques may be adaptable
to
New Terra.
We have developed equipment to detect certain hydrogeochemical
early
warning signals of seismic events. Among the most reliable
indicators are variations in the concentration of radon and
carbon
dioxide in the molten salts found in deep bore wells
or in fumaroles. These warnings should give us some time to
idle
structures in the vicinity of the epicenter, reducing damage to
them.
Gives early warning of quakes.
Mission four -
Mission Briefing:
Commander:
Recent observations indicate that the Blight grows less rapidly
at
night. We will send our research convoy to our old home under
the
cover of darkness.
We have modified several Scouts and Lynx tanks to temporarily
resist
the effects of The Blight.
Unfortunately, we do not know how long we will be able to retain
control of the vehicles before they become infected or what
effect
the Blight will have on the units. Watch them carefully and
proceed
as quickly as possible.
Each Lynx is equipped with our new Laser weapon. These vehicles
are
very similar to those previously developed at our original
colony
site.
Our units must infiltrate the colony and find the Advanced Labs
where the information we need is located.
Move a Scout directly next to the side of the lab so the Scout
can
scan the structure for the data. Scanning,
locating, and transmitting the data back to us will take the
Scout a
few moments.
This expedition is a one way trip. Once our units enter the
infected area, they will be carriers of the Blight.
We do not want them to return unless we are sure it will be
safe.
The Advanced Labs have sustained heavy damage and may explode
spontaneously. If that happens the
data will be lost forever. We must hurry.
Check the Specific Objectives list for more information.
The Map
Terrain map for Eden Mission 4. This is a 64 x 64 map
Easy Level
Mission Objectives
You must transmit data from each of three Advanced Labs in the
old
Eden colony site. The labs are
located at 46,34, 26,25, and 20,55.
Strategies:
Keep your tanks grouped tightly together. Book-mark all of the
combat units with Ctrl+1 and all of the
Scouts with Ctrl+2. This lets you move them as a group without
having to click-and-drag each time.
Clear the way for the Scouts with the Lynx units, attacking any
enemies in your path. Try to route your
way around Guard Posts rather than attacking them whenever
possible.
Keep your Scouts close
behind your Lynx for protection. Make your way to each of the
three
Labs in succession, moving as quickly as possible.
Avoid letting your vehicles cross loading docks, as this will
cause
them to be damaged.
Normal Level
Mission Objectives
You must transmit data from each of three Advanced Labs in the
old
Eden colony site. The labs are located at 46,34, 26,25, and
20,55.
Strategies:
Keep your tanks in one large group. Since the enemy units are
clustered, you will always have the advantage in combat this
way.
Keep a quick pace: if you do not, all of the enemy Lynx will
come
hunting after your Scouts. Furthermore, the Advanced Labs are
damaged and may spontaneously explode, so you must get to them
as
quickly as possible.
Hard Level
Mission Objectives
You must transmit data from each of three Advanced Labs in the
old
Eden colony site.
Strategies:
The key to success here is to remember that you just need to get
the
Scouts next to the Labs, not level the entire base. Your units
will
become infected at around time mark 90, so do not waste time on
needless firefights. (You can see the current time mark on the
Communications/Messages report.)
Watch the mini-map and avoid the large patrol going around. The
Scout-hunting force of three Laser Lynx, hiding near the center
of
the map, will come out much sooner on this level so be ready for
them or even hunt them down before they move on your Scouts.
One successful strategy is to split your forces into four groups
on
this mission. Send Group One, two Scouts and two Lynx, to the
northwest corner, using waypoints to route around the edge of
the
map.
Group Two is a single Scout; send it to the east side of the
map.
Group Three is four or five Lynx and two Scouts. Group Four
consists of your remaining Lynx.
Move Group Three from the southeast corner, to the two Garages
in
the southwest corner and wait.
Use waypoints to keep these units out of the Guard Post range.
Most
of the Guard Posts in the base are connected to the Command
Center
by tubes, and will therefore do extra damage.
While Group Three is moving, head northwest with Group Four.
Punch
your way through by blowing up structures and the one Laser
Guard
Post in the way, then engage the Laser Lynx guarding the Lab.
While the guards are busy, sneak Group Two (the lone Scout) in
from
the east side. Once the data is transmitted take any surviving
Lynx
and move to the southwest, past the Guard Post to engage the
three Scout-hunters waiting in the dark.
As that battle progresses, use Group Three to attack the guards
at
the Lab in the southwest and send one of the Scouts to the north
side of the Lab when they are distracted. When the data is
transmitted take all remaining units towards the west side of
the
map to avoid the Guard Post and head north to the final Lab.
Send
your Lynx in from the south and the Lynx from Group One from the
north. Again, use waypoints to avoid the Guard Posts. While
the
enemy Lynx are engaged, send in your Scouts from different
directions to the sides of the lab.
Research:
There is no research available in this Unit Mission.
Mission five -
Mission Briefing:
Commander:
Data recovered from the expedition shows the terraforming
microbe
breaks down organic compounds into their base elements.
Scientists
don't know how to stop it yet and its growth rate is
increasing. Unless a breakthrough is made, the Blight will
consume
the entire planet.
We must start constructing another starship as a contingency.
The
first step of this project will be developing our rocket
boosters
and launching a satellite into orbit.
Computer models show that New Terra has natural resources barely
sufficient to support construction of a starship as the Blight
spreads. We must continue to move just ahead of the Blight
and exploit as many of these resources as we can.
Projections also show that we are missing valuable data about
the
starship construction. Our scientists have identified a crash
site
of the starship Conestoga, which brought us to this planet
many years ago but crashed when its orbit decayed.
To gather more data we must prepare a convoy of Scouts, Cargo
Trucks, and armed escorts to explore the site and recover parts
of
the wreckage. This will allow our scientists to reverse
engineer
the parts and expedite our new starship construction. We do not
know what threats we will encounter and we must be ready.
The Standard Lab will no longer serve for some of the more
complex
research tasks. An Advanced Lab will be built so new research
topics may be pursued. These research topics may be volatile
and
prone to accidents. Be careful where you construct the Advanced
Lab.
The Tokamaks have shown that they degrade over time and require
frequent repair. Pay attention to them or they may become
unstable
and explode. As our colony expands we need better power
producing alternatives.
Our remote operations of vehicles is limited as well. A Robot
Command Center with dedicated Savant computers will allow more
control of our vehicles. The vehicles will also be able to use
more
complicated "smart routing" algorithms to improve their transit
times.
The Robo-dozer has proven to be useful in decreasing building
times
for structures. When placed on a pre-bulldozed area, structures
are
completed in substantially less time. Bulldozed roads will
allow vehicles to travel over rough terrain much more rapidly as
well.
Medical Centers will reduce the mortality rates of our workers
and
scientists.
The area we have moved into has rich deposits of needed ores,
and
some unusual kinds of ores as well. However, this area holds a
new
threat as well: potential volcanic activity which may be a side
effect of The Blight.
Computer projections of what we will need to succeed are shown
in
the Specific Objectives list.
The Map
Terrain map for Eden Mission 5. This is a 64 x 128 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 40 Children, 30
Workers, and 20 Scientists.
2) You must research these topics: Robot-Assist Mechanic
and
Geothermal Power.
3) You must have the following structure kits loaded into
ConVecs: Agridome, Command Center, Common Ore Smelter,
Structure Factory, Tokamak.
4) You must launch one Satellite.
5) You must have at least three empty Cargo Trucks, six
Cargo
Trucks loaded with Common Metals, two Cargo Trucks
loaded
with Food, and two Cargo Trucks loaded with Rare
Metals.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least one Earthworker, one Robo-
Surveyor,
three Scouts, six Lynx, and three Rail Gun Panthers*.
Strategies:
You will not face any Plymouth attacks on this level, so
concentrate
on completing research, keeping Morale high, and meeting the
mission
objectives. Keep both the Advanced Lab and the Standard
Lab busy with research until all topics have been completed.
Start a ore route between the Common Ore Mine to the southeast
of
the base and the Common Ore Smelter using all ten Cargo Trucks.
Build Tubes down to the Mine area, then build a second
Common Ore Smelter next to the Mine. Assign two Trucks to the
ore
route between the Mine and the new Smelter, and leave the rest
of
the trucks running the route between the Mine and the original
Smelter. This will give you more Common Metals than you need for
all
of the mission objectives.
Build two Residences and an additional Agridome early in the
mission
to help keep up Morale. If you are doing well, you should be
able
to get new Workers to staff new structures about as quickly
as you can build them. Train any excess Workers as Scientists
to
increase the speed of research.
Research Rare Ore Processing and Vulcanology first, followed by
Space Program and Hypnopaedia. This will let you start
accumulating
Rare Ore and the disaster warning will improve Morale. Do not
research Leisure Studies until the end of the mission.
After "Rare Ore Processing" has been researched, survey and
build a
Rare Ore Mine south of the existing Common Ore Mine. Build your
Rare Ore Smelter next to the Mine, and run Tubes down from the
second Commonn Ore Smelter. Assign two trucks from the
original
ore route to a new route between the Rare Ore Smelter and the
Rare
Ore Mine. Rare Ore is required to build the Spaceport, the
SULV,
the Edward Satellite, and any Panther tanks.
Normal Level
Mission Objectives
1) You must have a minimum population of 40 Children, 30
Workers, and 20 Scientists.
2) You must research these topics: Robot-Assist Mechanic
and
Geothermal Power.
3) You must have the following structure kits in storage
at
Structure Factory: Agridome, Command Center, Common
Ore
Smelter, Structure Factory, Tokamak.
4) You must launch one Satellite.
5) You must have at least three empty Cargo Trucks, five
Cargo
Trucks loaded with Common Metals, two Cargo Trucks
loaded
with Food, and two Cargo Trucks loaded with Rare
Metals.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least five ConVecs, one Earthworker,
one
Robo-Surveyor, two Scouts, four Lynx, and two Rail Gun
Panthers.
Strategies:
Research and accumulate Rare Ore as quickly as is possible.
Ignore
the starting Common Ore Mine and build one in the eastern
portion of
the map. This Mine is much closer and more easily defended. If
you
work quickly, this mission provides an excellent oppurtunity to
do
extra research.
Delay completing one of your mission objectives, such as leaving
one
Cargo Truck unloaded, until you have done all the research the
Blight allows.
Hard Level
Mission Objectives
1) You must have a minimum population of 40 Children, 30
Workers, and 20 Scientists.
2) You must research these topics: Robot-Assist Mechanic
and
Geothermal Power.
3) You must have the following structure kits in storage
at
Structure Factory: Agridome, Command Center, Common
Ore
Smelter, Structure Factory, Tokamak.
4) You must launch one Satellite.
5) You must have at least three empty Cargo Trucks, five
Cargo
Trucks loaded with Common Metals, two Cargo Trucks
loaded
with Food, and two Cargo Trucks loaded with Rare
Metals.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least five ConVecs, one Earthworker,
one
Robo-Surveyor, two Scouts, four Lynx, and two Rail Gun
Panthers.
Strategies:
Quickly solve the Power and Food shortages by deploying some of
the
kits in storage and constructing another Tokamak kit. At some
point
you will want to do the Geothermal Power research to build a
Geothermal Plant for your Power needs.
Build several Rail Gun Guard Posts around the edges of your base
and
connect them to the Command Center with Tubes. Eventually
Plymouth
will send in about six Microwave Lynx to attack. This is an
effective way to stop them.
Get the Rare Ore Processing research at the Advanced Lab done as
soon as possible so you can get the Panthers and Spaceport
built.
Research
Topic Predecessor Cost Sci Lab
Advanced Combat Chassis Rare Ore Processing 2200 14 Adv
While the Lynx has generally been a satisfactory design, it has
proven to have a short life expectancy in combat. Our defenses
require a heavier, more durable combat chassis.
The Panther medium combat chassis, based on the same vehicle
body as
the ConVec and Cargo Truck, is a heavier, better armored
defender
than its predecessor, the Lynx. Although slower than the Lynx,
its
greater durability in combat should improve our defenses.
Allows production of Panthers at the Vehicle Factory.
AutoDiagnostic Exams Health Maintenance 1500 8 Std
The increase in our population is straining the capacity of our
Medical Centers. We may be able to increase their capacity by
automating some tasks.
A new type of robotic medical assistant has been developed which
can
perform many routine tasks at the Medical Center, allowing the
staff
to care for more patients.
Increases Medical Center capacity to 75 Colonists.
Consumerism None 1000 6 Std
Though there are a number of goods and services they can
purchase,
our colonists are asking for something more: items that they can
enjoy during their leisure hours. A few colonists have asked
for time at our research facilities to respond to this need.
Our research into the psychological benefits of consumerism has
led
to the development of a production facility in which a variety
of
goods can be produced. These items can induce a short-term
increase
in Morale.
Allows production of Consumer Goods Factory structure kits at
the
Structure Factory.
DirectionalMagneticFields IndependentTurretSystems
Advanced Combat Chassis 2000 14 Adv
Some of our researchers, reviewing the military database brought
from Earth, have found an abstract of a proposal for a weapon
that
uses a directional magnetic field to propel a projectile.
Although plans for the weapon were lost, we believe we can
recreate
such a device.
The Rail Gun turret uses an electric current to accelerate a
projectile to velocities of several hundred meters per second.
The
weapon consists of two copper rails and the R-10 cool-fusion
power
cell, which charges a capacitor. The capacitor is discharged
into
one rail and the current flows through the projectile into the
second rail, producing a directional magnetic field that
accelerates
the projectile.
Makes the Rail Gun weapon available.
DIRT Procedural Review Emergency Response Systems 1800 10 Std
As our colony grows, more and more resources must be invested in
DIRTs to maintain adequate protection. DIRT members have made
several suggestions that may reduce this burden. A review
of methods and procedures is in order.
Using suggestions made by DIRT members, our emergency response
procedures have been improved. Among the improvements are an
additional team member, redesigned power-assist armor, and a new
type of structural breach patch.
Increases DIRT protection capacity to 15 structures, increases
DIRT
Worker requirement to 3.
Geothermal Power High-Temperature Superconductivity
Rare Ore Processing 2200 14 Std
On Earth, a significant percentage of electric power was
generated
by geothermal power plants.
Although New Terra does not have ground water like Earth, and
therefore cannot have the same kind of steam generation that
Earth's
geothermal plants had, recent volcanic activity indicates a
great
deal of underground heat that we may be able to tap into to
produce
power.
Although New Terra does not have ground water, and therefore
does
not generate underground steam and hot water that produced power
on
Earth, the fumaroles in this area do contain molten salts and
gasses
that can be used similarly. The Geothermal Plant is a less
expensive and more stable power generation facility than our
current
Tokamak plant.
Allows production of Geothermal Constructor (GeoCon) vehicles at
the
Vehicle Factory.
Hypnopaedia None 800 10 Std
As our research projects become more complex, we need to improve
our
methods of training scientists. Hypnopaedia, or sleep-learning,
is
a method we plan to investigate.
Our hypnopaedia project has borne limited fruits. Sleep-
learning is
useful only in reducing the time required for memorization.
This is
helpful in that a large part of our research training requires
knowledge of what types of research are described in our
scientific
databases.
Reduces points required to train Scientists to 3750
IndependentTurretSystems High-Temp Superconductivity
1700 12 Adv
Our weapons turrets currently feed off the Lynx cool-fusion
power
plant. Because of the other demands on this power system, the
amount of power that is available to the weapon is limited. Our
research project will develop an independent power source for
weapons turrets.
The R-10 cool-fusion power cell, just developed, is a small but
powerful generator designed to fit into the weapons turret on
our
Lynx combat vehicles. This replaces the power feeds from the
Lynx'
own cool-fusion plant, and makes possible other, more powerful
weapons systems.
Increases Laser penetration damage to 45.
Leisure Studies None 1200 6 Std
Our colonists are asking for additional entertainment options
for
their off-duty hours. This project proposes to tap the
humanities
database for possible leisure-time activities.
Our leisure studies project has produced a number of activities,
for
both individuals and groups, that will amuse, entertain, and
stimulate our colonists. Recreation facility personnel are
trained
to organize physical exercise classes, games, and tournaments,
and
to teach various handicrafts.
Allows production of Recreation Facility structure kits at the
Structure Factory.
Rare Ore Processing Metallogeny 2500 16 Adv
Since our arrival on New Terra, we have encountered a number of
sites that are rich in rare mineral deposits, but we have had
neither applications which called for Rare Metals nor methods of
processing these Rare Ores. Now, our scientists have a number
of
projects they wish to undertake which would require Rare Metals.
Rare Metals will be a great asset to us. These metals can be
used
in several new research projects.
Allows production of Rare Ore Smelter and Rare Metals Storage
Tanks
structure kits at the Structure Factory, and modifies Robo-
Miners to
deploy as Rare Ore Mines. Production cost of Robo-Miner
increases
to 700 Common Metals.
Recycler Postprocessing Metals Reclamation 1500 10 Std
The hot-cracking column used in our GORFs successfully reclaims
approximately 50% of the Metals content of materials. We have
some
theories about a secondary process that can recover additional
metals from the remaining slag.
Metals recovered through recycling increased.
Increases amount of Metals recovered through recycling.
Reinforced Vehicle Construction
Rare Ore Processing 1200 12 Std
The Cargo Truck, and some similar vehicles, have shown
themselves to
be all too vulnerable to damage from disasters, explosions, and
attacks. Through the use of new composite alloys incorporating
Rare
Metals, we can increase their durability.
The durability of these vehicles has been improved through a
combination of revised construction and the use of a composite
alloy
incorporating Rare Metals.
Increases Hit Points and changes production costs of ConVecs,
Cargo
Trucks, and Evacuation Transports.
CargoTruck ConVec Evacuation Transport
Hit Points 750 375 280
Common Metals cost 500 1000 650
Rare Metals cost 100 150 100
Robot-Assist Mechanic None 800 8 Std
Our cybernetics experts have proposed a new robot that can be
used
in repairing vehicles.
Robot-Assist Mechanics, installed at the Garage, are capable of
doing most vehicle repairs. A special version has been mounted
on a
vehicle for field repairs.
Allows production of Garage structure kits at the Structure
Factory,
and of Repair Vehicles at the Vehicle Factory.
Robotic Image Processing None 1400 12 Std
The visual recognition systems of our robotic vehicles have a
limited useful range, partially due to the limitations of the
image
processing software. Some of our programmers have a possible
solution.
Through a combination of improved image processing software and
increased zoom telescoping vision systems, the visual
recognition
range of certain units has been improved.
Increases sight ranges of the Light Tower (from 8 to 9), Guard
Post
(from 8 to 9), and Scout (from 7 to 8).
Space Program Rare Ore Processing 4000 18 Adv
With the discovery that the Blight cannot be stopped, and that
New
Terra will eventually become uninhabitable, it becomes
imperative
that we develop a space launch facility as the first step in our
evacuation of New Terra.
Our space program is underway. As an initial cargo, we have
developed the Early Disaster Warning and Resource Detection
(EDWARD)
satellite.
Allows production of Spaceport structure kits at the Structure
Factory, and of the Single Use Launch Vehicle (SULV) and the
EDWARD
satellite at the Vehicle Factory.
Vulcanology None 1600 8 Std
Recent volcanic activity on New Terra threatens our colony. To
protect our colonists, we need to develop a method of predicting
eruptions so that we can safely evacuate our colonists.
Using data from our planetary sciences database as well as
investigations of volcanoes and magma vents here on New Terra,
we
have developed an early warning system that will accurately
predict
volcanic eruptions. Our dual-method monitoring system uses
seismometers to measure rock movement that may indicate rising
magma
in the planet's crust and correlation spectrometers that
measure sulfur dioxide in plumes rising out of volcanic craters.
Gives early warning of volcanic eruptions.
Mission six -
Mission Briefing:
Commander:
We have sent a convoy of Scouts, Cargo Trucks, and armed escorts
to
one of the sites where part of the Conestoga fell to New Terra.
Our scientists have identified some crucial components we need
to
recover from this site. Finding them and returning them to our
Spaceport will allow our scientists to reverse engineer the
parts
and expedite our new starship construction.
If the parts are not already identified then move the Scouts
within
scanning range of all the wreckage sites. As the parts are
identified your computer display will mark their locations.
Once a
part is located load it in a Cargo Truck and return it to the
convoy's starting point.
Satellite information has identified several Plymouth units in
the
area. We do not know their intent.
Be prepared for any actions they might take but remember that
returning the parts intact is our top priority.
Be prepared for one other threat as well as the Blight continues
to
spread the atmosphere on New Terra is thickening. High winds
are
generating dangerous vortexes that can destroy our fragile
vehicles. Keep the vehicles away from these ominous twisters.
See the Specific Objectives list for further information.
The Map
Terrain map for Eden Mission 6. This is a 128 x 64 map
Easy Level
Mission Objectives
You must pick up three pieces of wreckage from the Conestoga.
The
pieces are located at 31,2, 90,9, and 116,52. Once acquired,
they
must be returned to the convoy's starting location.
Strategies:
Keep your tanks grouped tightly together. Try bookmarking your
combat units in one group and your Scouts and Cargo Trucks in
another. Avoid combat whenever possible. Observe the patrol
routes of the Plymouth units and see if you can time your travel
to take advantage of holes in their defenses.
When attacks are necessary, use the greater range of your Rail
Guns
to kill them without incurring damage. Attack and retreat -
keep
them in range of your Rail Guns, but your units out of range of
their Microwave weapons. Use the same strategy against
Plymouth's
Guard Posts. If you destroy the Tokamak and Command Center in
the
Southeast corner of the map, all of the Guard Posts will
be Disabled and you can safely ignore them.
Normal Level
Mission Objectives
You must pick up three pieces of wreckage from the Conestoga.
The
pieces are located at 7,7, 90,30, and 114,35. Once acquired,
they
must be returned to the convoy's starting location.
Strategies:
Take care of your Scouts! You have superior forces, but if you
lose
your Scouts, all will be lost.
Beware the vortexes in this mission. They can help by
destroying
enemy units but they can also destroy yours if you are caught
sleeping.
Keep the Rail Guns together. Remember that a Rail Gun has a
greater
range than a Microwave.
Clear out as many units as necessary, but keep the Scouts and
Cargo
Trucks in a safe area.
Hard Level
Mission Objectives
You must pick up three pieces of wreckage from the Conestoga.
Once
acquired, they must be returned to the convoy's starting
location.
The pieces may be located at one of these three sets of
locations:
Piece 1 Piece 2 Piece 3
GroupI 131,2 90,9 116,52
GroupII 7,79 0,30 114,35
GroupIII 62,2 64,5 226,8
Strategies:
A vortex shows up about time mark 42 right at your starting
convoy
location. Move everyone east before then. Most of the vortexes
happen on the west side of the map.
Keep everyone grouped together when attacking RPGs. Identify
all of
the wreckage first and clear the way before picking it up in the
trucks and sending it back to the starting point.
Research
There is no research available in this Unit Mission.
Mission seven -
Mission Briefing:
Commander:
To continue development of the new starship, our scientists
require
large quantities of both Common Metals and Rare Metals. We have
established a mining base in the foothills of a nearby
mountain range. This location has rich deposits of both Common
Ore
and Rare Ore.
The area is both seismically and volcanically active, however,
and
it is simply too dangerous to establish the full colony in this
location. The mining base is staffed with some "volunteer"
help.
A convoy of loaded ConVecs and Cargo Trucks has been sent in to
help
speed up the mining effort.
A small complement of armored vehicles has also been dispatched
to
the location but few robots can be spared from the main colony's
defenses and we do not have enough extra resources to support a
Structure Factory in the mining base.
Satellite observations have shown numerous Plymouth vehicles in
the
area. Our secret location may not be as secret as we thought.
Be
prepared to defend the base if the Plymouth units locate it.
The increased effect of the Blight is also creating havoc in the
skies. Severe electrical storms have been noted by our
scientists.
These may pose a threat to our base as well.
Our projections show what we must do to succeed. Check the
Specific
Objectives list for details.
The Map
Terrain map for Eden Mission 7. This is a 128 x 64 map.
Easy Level
Mission Objectives
You must have 10000 units of Common Metals and 7500 units of
Rare
Metals in storage.
Strategies:
The challenge here is to fend off the attacking Plymouth units
while
accumulating enough Metals to complete the mission. Attacks
come
from the four corners of the map, sometimes from two directions
at
once. Each attack will consist of two to six units, so be
prepared
to build several groups of eight Lynx for defense.
Start all five Cargo Trucks on an ore-hauling route between the
southern Mine and the Common Ore Smelter. Bulldoze a double-
wide
path to the Mine to decrease travel time. When the mine yield
on this mine drops to 240, move your cargo trucks to service the
mine located to the west of the original mine. Build Rail Gun
Lynx
immediately. After you have 12 or so, build additional Cargo
Trucks and start an ore-hauling route between the Rare Ore Mine
in
the southwest and the Rare Ore Smelter.
When you build the Guard Posts that are in the ConVecs, connect
them
to the base with Tubes to maximize their effectiveness. You can
defend the northeastern approach with three Guard Posts
and two Rail Gun vehicles. Place an additional Guard Post to
defend
the southwestern approach in conjunction with a group of eight
Lynx
to be shuttled between the southwestern and northwestern
approaches.
Place the remaining Guard Posts near the southern mine, along
with
another group of six to eight Lynx. Always repair damaged Guard
Posts immediately after each attack. You have a ConVec for
each, so
there is no shortage of vehicles to repair them.
Having several combat units in reserve allows you to cycle
damaged
vehicles to the Garage for repair between attacks while
maintaining
the integrity of your defense. It is faster and cheaper to
repair
them than to build replacements.
If you lose one of your Tokamaks, build a GeoCon and tap either
of
the fumaroles in your base.
Normal Level
Mission Objectives
You must have 12000 units of Common Metals and 8000 units of
Rare
Metals in storage.
Strategies:
Immediately build a small armada of Rail Gun units. Once there
are
enough to defend your base, build a Rare Ore Mine on the beacon
east
of your base. This Mine has a higher yield and is far more
defensible the initial mine. Bulldoze roads for your Cargo
Trucks.
These roads will greatly increase the speed with which they
travel.
Hard Level
Mission Objectives
You must have 12000 units of Common Metals and 8000 units of
Rare
Metals in storage.
Strategies:
There are devastating quakes in several places and many assaults
that come in from the four corners. Build two or three Rail Gun
Guard Posts at the northeast corner and connect them to the
base with Tubes.
Send the four Robo-Miners out to build on the four remaining
beacons. Even though you may not mine at them the enemy will
attack
them and split their forces up to do it. This will also give
you
some warning of incoming attacks.
Pick one Rare Ore and one Common Ore Mine and concentrate your
defenses there. At some point the enemy will come in and target
your Vehicle Factory and later your Storage Tanks. Both of
these
are critical to defend. You may want to build Guard Posts near
those and hook up Tubes to them.
Build the Garage in a central location and quickly get your
units
repaired between battles.
In assault waves with EMPs and Spiders, focus on knocking out
the
Spiders first if you have several combat units. If you only
have
one vehicle to defend against this kind of wave, retreat out of
range until you can get reinforcements.
You will have to keep building new units and repairing them. A
Repair Vehicle (or two) is also very good to have. It is faster
than the ConVec in both speed and repair time. Use it to fix up
the
Guard Posts that get damaged.
And finally, build some small Wall segments in key locations.
These
can channel enemy units to your "kill zones," but keep them
short or
the enemy will just shoot their way through.
Research
There is no research available in this Unit Mission.
Mission eight -
Mission briefing:
Commander:
The attack on our mining location has shown that remote bases
will
be difficult to defend. Our resources are better used defending
only a centralized colony.
Further analysis of the Blight has confirmed our deepest fears.
It
cannot be stopped. New Terra is doomed.
To survive we must once again take to the stars. The
construction
of our starship has become our highest priority and will require
massive amounts of Rare Ore. Computer projections show that
known
Rare Ore sites on New Terra will barely have sufficient yield to
complete our starship and defend ourselves.
Early estimates show our new starship will hold about 200
colonists.
Between this and our limited resources, we must be careful about
our
population growth. Idle the Nursery and University as needed to
limit the amount of new children and workers.
We may wish to explore an idea proposed by one of our scientists
for
harnessing the magma of New Terra.
Although the process is theoretical and potentially dangerous we
may
have no alternative.
We must also continue to grow and protect our colony. Plymouth
has
become desperate and unpredictable.
Some of our vehicle engineers have proposed a new combat chassis
that will counter the Plymouth threat.
Our astronomers report that New Terra has passed through a large
comet's tail and the debris may cause a meteor shower. Be alert
to
any potential danger from meteor impacts.
Recently our Gene Bank was destroyed by subversive elements. We
do
not know if Plymouth was behind this action or not. The
investigation is continuing but without a viable Gene Bank it
will
be impossible to establish a new colony on another world. The
only
known surviving Gene Bank is located in Plymouth.
The new Senate is making plans for negotiating the transfer of
the
Gene Bank to our starship. If a transfer cannot be arranged we
will
devise alternative methods for obtaining it.
Check the Specific Objectives list to see the things we need to
be
prepared.
The Map
Terrain map for Eden Mission 8. This is a 64 x 128 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 54 Children, 36
Workers, and 27 Scientists.
2) You must research these topics, if not previously
completed: Advanced Vehicle Power Plant, Reinforced
Vehicle Construction. You must also research Dual-
Turret
Weapons Systems*.
3) You must build and launch these starship components:
Skydock, Ion Drive Module, Fusion Drive Module.
4) You must have at least 8000 units of Common Metals,
3000
units of Food, and 4000 units of Rare Metals in
storage.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least four Lynx, four Panthers, three
Tigers*, and two Scouts.
Objectives marked with an asterisk (*) are added during the
course
of the mission as other objectives are achieved.
Strategies:
You will be faced with multiple attacks by Plymouth units coming
from the northwest, northeast, and south in this mission. Get
your
Metals production up to speed early and build as many Lynx as
you can before the attacks start.
Research Electromagnetic Pulsing, Increased Capacitance
Circuitry,
Scout-class Drive Train Refit, and Efficiency Engineering first.
This will give you faster, better Rail Gun and EMP Lynx, which
in
combination are very effective at destroying attackers with
minimum
losses. A most effective combination is three EMP and five Rail
Gun
Lynx as a defensive unit. Dual-turret Weapons Systems allows
you to
build Tigers, but they are not really needed in this mission
except
to fulfill the mission requirements so you can delay this topic
until later.
Smelter Postprocessing and Rare Ore Extraction will increase
your
Metals production rate, while Meteorology and Severe Atmospheric
Disturbances will increase your warning times and boost
Morale. These are worth researching very early.
Research and launch the Skydock as it opens additional research
topics you will need to complete the mission objectives.
Remember to keep your Morale high and continuously train more
Scientists.
Normal Level
Mission Objectives
1) You must have a minimum population of 54 Children, 36
Workers, and 27 Scientists.
2) You must research these topics, if not previously
completed: Advanced Vehicle Power Plant, Reinforced
Vehicle Construction. You must also research Dual-
Turret
Weapons Systems*.
3) You must build and launch these starship components:
Skydock, Ion Drive Module, and either the Fusion Drive
Module OR the Fueling Systems.
4) You must have at least 10000 units of Common Metals,
4000
units of Food, and 7500 units of Rare Metals in
storage.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least six Lynx, four Panthers, three
Tigers*, and two Scouts.
Objectives marked with an asterisk (*) are added during the
course
of the mission as other objectives are achieved.
Strategies:
Develop the Magma Well technology and implement it immediately.
Building a Rare Ore Smelter directly next to the Magma Well to
get
as much Rare Ore as quickly as possible. Do not let your
defenses down! Develop Acid Weaponry and Electromagnetic Pulsing
and
use these new weapons to defend your base. If you have not done
so,
research Robotic Image Processing - you will want it for the
next
mission.
Hard Level
Mission Objectives
1) You must have a minimum population of 54 Children, 36
Workers, and 27 Scientists.
2) You must build and launch these starship components:
Skydock, Ion Drive Module, and either the Fusion Drive
Module OR the Fueling Systems.
3) You must have at least 10000 units of Common Metals,
4000
units of Food, and 8000 units of Rare Metals in
storage.
4) You must have enough Evacuation Transports for your
population.
5) You must have at least six Lynx, five Panthers, four
Tigers, and three Scouts.
Strategies:
The strategies that apply to the other difficulty levels work
here
as well, but you will be under a very difficult assault that
comes
very frequently. The Acid Cloud works very well against Spiders
but
you will need to have plenty of Guard Posts (connected to your
base)
to defend your important structures.
Watch for meteors and electrical storms. The storms will move
from
one edge of the map to the other.
Protecting your Power supplies is very hard in this mission
because
the enemy will focus on that.
You may want to build some Tokamaks in your base and protect
them
with Guard Posts if your Geothermal Plants get knocked out.
Rare Ore will become critical on this mission. Make sure you
build
the Magma Wells early and have your Rare Ore Smelter between the
lower Mine and Magma Well. Keep it well defended.
Research
Topic Predecessor Cost Sci Lab
Acid Weaponry Magma Refining 3500 16 Adv
Our Common Ore Smelters produce a number of toxic byproducts
during
the processing of Common Ore into Common Metals. We believe we
can
use these wastes in a new weapons system.
Our Acid Cloud turrets fire a projectile which releases a cloud
of
corrosive acid that can eat through even the toughest armor.
The
cloud dissolves after a brief period, but any target caught
within
the cloud will take heavy damage.
Makes the Acid Cloud weapon available.
Advanced Robotic Manipulator Arm
Robot-Assist Mechanic 2800 16 Std
Certain units, such as the ConVec, use manipulator arms to
accomplish complex tasks. Our cybernetic experts have a
proposal
for improving the flexibility and strength of these manipulator
arms.
Several small refinements to the manipulator arms of these
units,
such as reconfigured joints, use of higher tensile strength
metals
in construction, and a software upgrade, add up to a substantial
improvement in the production and repair rates of these units.
Improves the productivity of ConVecs, Earthworkers, Robo-Dozers,
Repair Vehicles, and Garage by 25 percent. (Improves structure
kit
deployment, Tube and Wall construction, repair, and bulldozing
times.)
Blight-Resistant Isotopes Health Maintenance 2000 14 Adv
During a recent evacuation, a minor accident at a Tokamak
revealed a
potential method of dealing with the Blight. Destabilized by an
earthquake, the Tokamak exploded and released an unusual
waste product--an isotope that seemed to retard the growth of
the
Blight!
We have isolated the particular isotope that affects the Blight.
Unfortunately, the isotope has a short half-life, and is
difficult
to produce in large quantities. However, we have modified the
Earthworker to build temporary barriers against the Blight.
These
barriers will not permanently destroy the microbe, but may buy
us
extra time for evacuations.
Allows deployment of Microbe Walls by the Earthworker.
Dual-TurretWeaponSystems
Reinforced Vehicle Construction 4000 18 Adv
One of our research Scientists has proposed doubling the rate of
fire of our combat units by installing a dual weapons turret.
This
may be just the decisive advantage we need to end this
destructive conflict.
The dual-turret weapons systems are capable of twice the
effective
rate-of-fire of their single-turret predecessors, but duplicate
only
70% of the components, sharing certain support systems. Due to
their size, they can only be mounted on the Tiger heavy combat
chassis, a tracked vehicle based on the Earthworker and Robo-
Dozer
designs.
Allows production of Tigers at the Vehicle Factory.
Efficiency Engineering Consumerism 4000 16 Std
All of our factories use a similar assembly-line method of
production. Some of our factory workers, reading through the
databases of industrial engineering techniques from Earth, have
proposed a study of our factories, to look for possible
increases in
manufacturing efficiency.
Using time-and-motion analysis of the various production
facilities,
our researchers developed several new tools and techniques that
reduced the production time of all products.
Reduces production time at Structure Factory, Vehicle Factory,
Consumer Goods Factory, and Spaceport 25%.
Electromagnetic Pulsing None 1600 10 Adv
Since the early development of atomic weaponry, scientists have
known about the disruptive effect of the electromagnetic pulse
(EMP)
on electronic circuitry. Our scientists believe they can use
this
knowledge to produce a defensive weapons system.
Electromagnetic pulse (EMP) grenades, fired from Guard Posts or
combat chassis, produce a disruption in the power distribution
circuitry of all vehicles or structures in range. This will
briefly
render the target inoperable.
Makes the EMP weapon available.
Enhanced Defensive Fortifications None 1600 12 Std
With tensions increasing between the two colonies, we must make
our
defenses as strong as possible, especially as we begin
development
of our starship.
The armor applied to our Guard Posts is now equal to that
protecting
our most vital structures.
Upgrades armor of Guard Posts to Heavy.
Expanded Housing Environmental Psychology 1600 10 Std
As our population has grown, so has the number of Residence
structures we need to house our people, making the colony more
difficult to manage. A larger Residence facility, serving more
colonists, would reduce some of our administrative problems.
The new Advanced Residence structure provides our colonists with
larger, more spacious quarters, yet reduces administrative and
maintenance difficulties and has only a slightly higher cost.
Allows production of Advanced Residence structure kits at the
Structure Factory.
Explosive Charges None 325 4 Std
A simple and inexpensive weapons system could be developed by
placing high explosive charges into a weapons turret. Although
the
vehicle would be destroyed by the detonation, the size of the
charge could quickly incapacitate several enemy units at once.
The Starflare turret is a large trinitrotoluene (TNT) bomb,
which
may be placed on the Lynx or Panther combat chassis, or
installed
into a Guard Post. This high-explosive will damage all units
within range.
Makes the Starflare weapon available.
Fueling Systems Ion Drive Module 3500 18 Adv
Portions of a severely-damaged spacecraft were among the
wreckage
found at the 'Conestoga' crash site. The ship was known to have
carried an emergency refueling unit, designed to scoop hydrogen
from the atmosphere of gas giants similar to Jupiter. Should
New
Terra have been found to be uninhabitable, this 'Fuel Shark'
would
have been able to refuel the 'Conestoga' for travel to another
star.
The Fueling Systems consist of storage tanks for liquid mercury,
used to fuel the Ion Drive, and the Fuel Shark, an autonomous
ramscoop vehicle that dives into the outer layers of the
planet's
atmosphere to gather hydrogen fuel for the Fusion Drive. The
Fuel
Shark will substantially reduce the number of launches necessary
to
prepare the starship for flight.
Allows production of the Fueling Systems at the Spaceport.
Fusion Drive Module Ion Drive Module 3500 18 Adv
Some of the wreckage recovered from the starship crash site
appears
to be part of a fusion motor propulsion system. Further
examination
of the wreckage will allow us to re-build such a system.
Our fusion propulsion system plans are complete. The Fusion
Drive
Module contains both the fusion motor, used for high-
acceleration
in-system maneuvering, and the tanks which store the hydrogen
fuel
used in this motor. Once we have reached interstellar space,
this
fusion motor will convert into a fusion reactor that will
provide
power to the Ion Drive.
Allows production of the Fusion Drive Module at the Spaceport.
Heat Mining Geothermal Power 1600 10 Std
Our Geothermal Plants rely on the molten salts and gasses found
in
fumaroles to generate power.
Heat Mining, or Hot Dry Rock geothermal power generation, may
allow
us to place Geothermal Plants in places without fumaroles by
injecting cold water into deep bore wells, then capturing the
steam produced when the water reaches the hot rocks in the New
Terran surface.
Our Heat Mining project has met with limited success. We have
not
been able to develop a viable geothermal plant that can be
deployed
away from fumaroles, but by injecting cold water into the
fumarole, we have been able to increase the output of our
Geothermal
plants.
Geothermal Plant Power output increased to 650.
High-Energy Ray-Composite Projector
Meteor-Watch Observatory 4000 18 Std
Some very ambitious high-energy physicists have submitted a
proposal
for an energy weapon.
Their theory combines both microwave and laser projection with a
particle beam projector.
The High-Energy Ray-Composite (HERC) Projector is now
functional.
Although the equipment needed to produce this energy/particle
beam
is far too massive for use in a weapons turret, it is ideal
for use as a meteor defense. Using the tracking capabilities of
the
Observatory, the HERC beam can destroy even the largest meteors
with
a single shot - if it hits its target.
Allows production of Meteor Defense structure kits at the
Structure
Factory.
Hot-Cracking Column Efficiency None 1400 14 Std
Smelters and GORFs are dependent on hot cracking columns to
separate
the Metal content of Ores or rubble. This equipment has a very
high
Power demand. We believe that we may be able to apply
our high-temperature superconductive material to some elements
of
this system and reduce the Power demand.
The Power requirement of the Common Ore Smelter and Rare Ore
Smelter, and GORF have been reduced.
Reduces the Power requirement of the Common Ore Smelter, Rare
Ore
Smelter, and GORF to 40.
Increased Capacitance Circuitry None 1800 10 Adv
As our experience in using Rare Metals grows, we find new
applications for these materials. Our boptronics engineers
believe
they can refine the design of the dielectric insulators used in
some
of our high-voltage capacitors to improve their efficiency.
The new design of the dielectric insulator has increased the
capacitance of the capacitors used in the Rail Gun weapon
systems.
The higher discharge increases the acceleration of the
projectile by
20%. In addition, our researchers are brainstorming another
possible use for this technology, and will soon submit a new
project
proposal.
Increases Rail Gun concussion damage to 100 and penetration
damage
to 50.
Ion Drive Module Skydock 3500 18 Adv
While the main drive of the 'Conestoga' was a less capable
fusion
drive, it appears that an improved ion propulsion system was
developed shortly before launch and used in some thruster
systems.
The remains of one of these thrusters has been recovered from
the
'Conestoga' crash site.
Reverse-engineering this thruster will be a substantial step in
developing our evacuation starship.
The ion motor used in the 'Conestoga' was a low-thrust/long-
duration
system activated once the ship reached interstellar space. The
Ion
Drive Module contains this interstellar drive as well as
supplemental ion and chemical guidance thrusters to be attached
to
the starship.
Allows production of the Ion Drive Module at the Spaceport.
Magma Refining None 3200 16 Adv
Initial observations of the magma vents that have begun to
appear on
the New Terran surface indicate that the magma is rich in Rare
Metals. If we could develop a method of safely using this
magma, it would greatly increase our supply of this resource.
Using the same basic configuration as our Mines, we have created
a
process of extracting and cooling magma from magma vents. The
product of this process is a steady supply of Rare Ores,
with a constant yield of 100 units of Rare Metals.
Allows Robo-Miners to deploy as Magma Wells. Increases Robo-
Miner
production cost to 800 Common Metals.
Meteorology None 1600 10 Std
Although there have always been electrical discharges in the New
Terran atmosphere, the atmosphere's low pressure caused these
discharges to be manifested as sudden glows, rather than
lightning strikes as on Earth. Now, with the thickening of the
atmosphere, dangerous lightning is becoming more of a danger.
We
need to study these strikes so that we can predict their
occurrence
and take precautions.
We now understand the atmospheric conditions that lead to
filimentous, or arc, lightning discharges in the New Terran
atmosphere, and can predict their occurrence. On Earth,
collisions
between water particles of varying sizes caused the build-up of
an
electrical charge in the atmosphere.
Negatively-charged particles in storm clouds were attracted to
the
positively-charged ground. The process is similar on New Terra,
except that instead of water particles colliding, we have dust
particles colliding.
Gives early warning of electrical storms.
Meteor-Watch Observatory None 1800 12 Std
After the recent meteorite impacts, our observations have found
that
more are to come. New Terra is entering a field of debris,
probably
caused by the collision of two asteroids. We need a way to
track this debris so we can have some advance warning of
meteorite
impacts.
Deployment of the Observatory structure will allow us at least a
minimal amount of warning of meteorite impacts in the area of
our
colony. The Observatory incorporates a wide-field optical
telescope with a sophisticated tracking system to allow us to
project the path of incoming meteors.
Allows production of Observatory structure kits at the Structure
Factory.
Multitainment Console Upgrade Leisure Studies 1200 8 Std
The demands on our Recreation Facilities have grown even as our
colony has grown. This project hopes to ease the situation by
improving the multitainment consoles so many of our Colonists
use
during their off-duty hours.
Our improved Multitainment Consoles are smaller and less
expensive,
while maintaining their high performance level. The number of
units
included in the Recreation Facility design has been
increased, allowing the facility to serve more colonists.
Increases Recreation Facility capacity to 60 Colonists.
Rare Ore Extraction None 4000 18 Adv
Our Rare Ore mining facilities have had only moderate success at
finding the best methods of extracting higher grades of Rare
Ore.
Several proposals have been put forward to improve our
efficiency.
Our project has met with limited success. We have developed two
new
processes that determine the Rare Metal content of certain
gangue
materials, such as quartz, and eliminate specimens containing
only
trace amounts of Metal.
Increases Rare Ore Mine yield.
Reinforced Panther Construction
Reinforced Vehicle Construction 1600 12 Adv
The composite alloy developed in our Reinforced Vehicle
Construction
project may be beneficial for our Panther combat chassis as
well.
A redesign of the Panther using a new composite alloy has
increased
the durability of this combat chassis.
Increases Panther Hit Points to 700. Changes production cost of
Panther to 300 Common Metals and 150 Rare Metals.
Scout-class Drive Train Refit None 1500 12 Std
The Scout, and some similar vehicles, use the G-75 drive train.
We
have discovered a design flaw in the G-75 that impairs its
efficiency. This project would redesign the G-75 to make it
more
effective.
The G-75 drive train used in these three vehicles has been
replaced
by the G-80 model, which improved vehicle speed through a more
efficient transfer of energy from the power plant to the wheels.
Increases speeds of the Scout, Robo-Surveyor, and Lynx light
combat
chassis.
Severe Atmospheric Disturbances Meteorology 1600 10 Std
The vortexes we have been experiencing are a new phenomenon on
New
Terra; we must study these severe storms to determine how they
are
caused and how to predict them.
The vortexes start in a manner similar to the 'dust-devils'
common
on Earth and Mars. Ground-level air, heated by sunlight, rises.
Cooler air rushes into the area that the warmer air has left,
but
from there, the spinning column of air is enhanced and focused
by a
yet-unknown process which may be electromagnetic in nature.
While
our understanding is limited, we can now forecast
conditions that will lead to their formation, and have developed
technologies for early detection.
Gives early warning of vortexes.
Skydock None 3500 18 Adv
We must begin construction of an evacuation starship as soon as
possible. The first step is an orbital station from which we
can
start deploying components of the ship.
Our Skydock will function as an orbital command post. In
addition
to docking facilities for our launch vehicles ferrying
components
and technicians, it serves as a command and control facility for
construction of our evacuation starship.
Allows production of the Skydock at the Spaceport.
Smelter Postprocessing Recycler Postprocessing 4000 18 Adv
The chemical postprocessing technique we developed for improving
metals reclamation at the GORF may be adaptable for use at our
Common Ore and Rare Ore Smelters.
We have successfully adapted the chemical postprocessing
treatment
used at the GORF to improve the yield of our Smelters.
Increases Common Ore Smelter and Rare Ore Smelter production.
Mission nine -
Mission Briefing:
Commander:
Our starship development is progressing but we are missing some
key
components.
Patrol units have located another debris field from the
Conestoga
that may yield the information we need.
A convoy will attempt to recover the wreckage we need. Use the
Scouts to scan the wreckage site for any pieces that are not
already
identified. When they are marked, move a Cargo Truck to the
location to load the wreckage. Bring the loaded Cargo Trucks
back
to the convoy's starting point.
Plymouth appears to be preparing their own starship and their
raid
on our colony shows how unbalanced they have become. They will
be
in the vicinity as well and may show hostile intent.
Based on observations in the recent raid on our base Plymouth
seems
to have developed several new units and weapons capabilities.
Respond accordingly but remember that recovering the wreckage is
our
primary objective.
See the Specific Objectives list for additional information.
The Map
Terrain map for Eden Mission 9. This is a 128 x 128 map.
Easy Level
Mission Objectives
You must pick up four pieces of wreckage from the Conestoga. The
pieces are located at 124,68, 115,11, 78,55, and 104,99. Once
acquired, they must be returned to the convoy's starting
location.
Strategies:
While this mission looks a lot like mission six, the best
strategy
for this one is to systematically hunt down and kill the
Plymouth
units, Guard Towers, and anything else you run across before you
start picking up the wreckage. Use your four Tiger tanks as the
spearhead of your attack. After eliminating all of the Plymouth
defenders, separate your units into 2 groups, and assign each
group
2 pieces of wreckage. Try to pick up the last two pieces at the
same time. This will cause more Plymouth units to come out to
attack you, and it is best if they are not looking for
stragglers
they can easily pick off. Use your all your remaining combat
units
to crush Plymouth's reinforcements before they approach your
Cargo
Trucks.
Normal Level
Mission Objectives
You must pick up four pieces of wreckage from the Conestoga.
Once
acquired, they must be returned to the convoy's starting
location.
Each piece is randomly placed in one of several possible
locations.
Piece Possible Locations
I 22,104 23,111 28,79 31,38 28,37
II 115,20 112,16 114,9 106,9 89,7
III 86,121 85,110 86,99 80,79 78,55 94,73
96,56 113,37 125,22 104,99 59,84 60,65
71,47
IV 115,62 124,68 127,92 119,86 122,53
Strategies:
Wait until you have discovered all four pieces before picking
them
up. Then get them almost all at the same time.
You can go in from either the northeast or the southwest. The
northeast is a little easier at first but a volcanic eruption
will
eventually cut off your path. You will also be very close to
Eden's
reinforcements, which enter from the east. Going in through the
southwest gives you several Factories and Guard Posts to
destroy, as
well as several vehicles waiting for you but has no danger
from the lava.
If you completed EMP research in Mission Eight, use your EMP
units
to disable the ESG Guard Posts, then pummel them with Rail Guns.
If
an ESG shoots you stop moving immediately and return fire. If
you
continue moving through the mines, you will get hit by each one
you
drive across.
If you sit still you can return fire and only get hit by one at
a
time, and the ESG has a long reload rate.
Once you pick up all the pieces an angry convoy will come in to
attack your Cargo Trucks but you will also get reinforcements at
the
starting location. Be ready for the attack.
Hard Level
Mission Objectives
You must pick up four pieces of wreckage from the Conestoga.
Once
acquired, they must be returned to the convoy's starting
location.
Each piece is randomly placed in one of several possible
locations.
Piece Possible Locations
I 22,104 23,111 28,79 31,38 28,37
II 115,20 112,16 114,9 106,9 89,7
III 86,121 85,110 86,99 80,79 78,55 94,73
96,59 113,37 125,22 104,99 59,84 60,65
71,47
IV 115,62 124,68 127,92 119,86 122,53
Strategies:
The tactics here are the same as for the Normal level, however,
this
mission is now at night and the enemy has quite a few more
units.
They will also have a larger reinforcement wave and when you
pick up the last piece they will have a much larger assault wave
on
your Cargo Trucks. Beware of the lava flow and any storms in
the
area.
When fighting against EMP units spread your units out with the
Scatter command to avoid having multiple units disabled with one
hit. When fighting the RPG units keep your units together for
the
maximum firepower.
Research
There is no research available in this Unit Mission.
Mission ten -
Mission Briefing:
Commander:
The Blight continues to consume New Terra. Our focus has been
on
building our starship and we must continue our efforts to
complete
it.
The natural disasters and meteor showers are increasing their
intensity as well. New Terra is dying violently. Several new
technologies may offer us some degree of protection from these
events.
Our scientists have also developed plans for a reusable launch
vehicle (RLV). This vehicle will have a higher initial expense
but
its reusability will be more efficient as we complete our new
starship.
Unfortunately, our starship development has suffered a setback
in
schedule. Recently a small convoy of Plymouth units invaded our
base and kidnapped several scientists who were working on
our project.
This foolish and desperate action has also ended our
negotiations to
peacefully acquire the Gene Bank from Plymouth. The Senate has
unanimously approved preparations for a counterstrike to
invade Plymouth and acquire the Gene Bank.
To help build the invasion force our scientists have proposed
several new weapons. We may need to research these items to
help
ensure our success.
Soon we will rescue the Gene Bank, finish our starship, and
leave
this infected world.
The Specific Objectives list generated by our Savant computers
will
show what we must do to stay on schedule.
The Map
Terrain map for Eden Mission 10. This is a 128 x 128 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 70 Children, 41
Workers, and 37 Scientists.
2) You must research these topics, if not previously
researched: Magma Refining, Expanded Housing,
Increased
Capacitance Circuitry, Meteor-Watch Observatory, High-
Energy Ray Composite Projector*. You must also
research
Improved Launch Vehicle and Artificial Lightning*.
3) You must build an Observatory* and a Meteor Defense*.
4) You must build and launch these starship components:
Command Module, Habitat Ring, Orbital Package.
5) You must have at least 8000 units of Common Metals,
4000
units of Food, and 5000 units of Rare Metals in
storage.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least six Lynx, five Panthers, four
Tigers, and two Scouts.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
Start eight Cargo Trucks on an ore-hauling route from the Mine
in
the northeast corner of your base to the Common Ore Smelter.
Put
two Cargo Trucks on the ore-hauling route between the Rare
Ore Mine located above the northwest corner of your base and
your
Rare Ore Smelter.
Build a strong defensive force immediately. You will face
attacks
from the south and the west, with up to 14 units in each attack.
Research Artificial Lightning as soon as possible so you can
build
your most effective weapon, Thor's Hammer. Also research
Extended-
Range Projectile Launcher, Grenade Loading Mechanism and
Advanced
Armoring Systems to improve your combat units. A good defensive
force for each border might consist of three or four Acid Cloud
Lynx, three or four EMP Lynx, four Rail Gun Lynx and four Thor's
Hammer Lynx. Remember that EMPs are ineffective against
Scorpions,
so keep them out of the way. Build two Advanced Residences and
two
Agridomes immediately, and a Recreation Facility and a GORF
right
after that. This will boost Morale. Build a second Common Ore
Smelter next to the Mine in the northeast. You will need to
demolish the Agridome to make enough space, so make sure you
have
adequate Food production facilities first.
Build a Rare Ore Mine or a Magma Well just below the center
southern
Guard Post. Build a second Rare Ore Smelter just above the
Mine.
Research Magma Purity Control to boost the yield of your Magma
Well
to 150.
There should be no topics left to research in the Standard Lab,
so
Idle it and build a second Advanced Lab to speed up your
research.
You have plenty of Workers so train several batches of
Scientists,
ten at a time.
Watch out for the storms and vortexes. If you leave your units
where they can be hit it could get very costly.
For the Space Program, research Improved Launch Vehicle and
build
your RLV before any of the starship components.
Normal Level
Mission Objectives
1) You must have a minimum population of 70 Children, 41
Workers, and 37 Scientists.
2) You must research these topics, if not previously
researched: Expanded Housing, Meteor-Watch Observatory,
High-Energy Ray Composite Projector*. You must also
research Improved Launch Vehicle and Artificial
Lightning.
3) You must build an Observatory* and a Meteor Defense*.
4) You must build and launch at least three starship
components.
5) You must have at least 10000 units of Common Metals,
4000
units of Food, and 7500 units of Rare Metals in
storage.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least eight Lynx, seven Panthers, and
six
Tigers.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
Build a Magma Well at the location directly south of your base.
Once
you are able, build new Smelters much closer to your Mines.
Keeping
your old Common Ore Smelter active and have both
running to the same Mine, you will need the Metals. Once you
have
the resources, build an RLV.
The Plymouth attacks on this level are pretty fierce so you
should
research Artificial Lightning and build an army of Thor's Hammer
units. It will also be important to defend your Tokamaks, they
will
be a primary target of many of the attacks.
Hard Level
Mission Objectives
1) You must have a minimum population of 70 Children, 41
Workers, and 37 Scientists.
2) You must research these topics, if not previously
researched: Expanded Housing. You must also research
Improved Launch Vehicle and Artificial Lightning.
3) You must build an Observatory and a Meteor Defense.
4) You must build and launch at least three starship
components.
5) You must have at least 10000 units of Common Metals,
4000
units of Food, and 8000 units of Rare Metals in
storage.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least eight Lynx, seven Panthers, and
six
Tigers.
Strategies:
Magma Wells, GeoCons, and Acid Clouds are the key elements here.
Many, many Arachnids come in and the Acid Cloud is one of the
best
weapons against it.
Also very important is Thor's Hammer. The Thor's Hammer Tiger
is
Eden's most devastating weapon but it requires a fair amount of
Rare
Ore to build.
Build Tubes out to your Geothermal Plants and put Thor's Hammer
Guard Posts up to help defend them.
Build the Meteor Defense and Observatory early in the mission
and
put them near your Spaceport.
While they will not knock down every meteor, they will stop
enough
to make them very worthwhile.
Small wall segments will help funnel the assault from the north
down
into an area where you should have Acid Cloud and Thor's Hammer
Guard Posts hooked up through Tubes.
Also very effective against Spiders and Scorpions are Laser
Tigers.
They are the least expensive Tiger to build but they fire very
rapidly and can destroy an entire column of Arachnids very
quickly
while taking minimal damage.
Research
Topic Predecessor Cost Sci Lab
Advanced Armoring Systems None 3200 18 Adv
The technologies developed by our space program have some
spinoff
applications on New Terra.
One of these is an improvement to the armor systems we use on
some
of our vehicles.
Materials research done as part of our space program has
resulted in
an alloy well suited for use in combat vehicle armor.
Upgrades Lynx armor to Medium and Panther armor to Heavy.
Artificial Lightning
Increased Capacitance Circuitry 4000 18 Adv
A new weapons system proposal has been submitted by our research
staff. Using the dielectric insulator produced by our Increased
Capacitance Circuitry project, a rapid discharge of a bank of
capacitors could create an artificial lightning strike of
massive
power. The difficulty is in targeting the strike to strike
enemy
units, rather than a random discharge.
Our artificial lightning weapon, dubbed Thor's Hammer, is the
most
powerful weapon we have ever developed. This targeted lightning
strike is capable of destroying small enemy units with a single
shot!
Makes the Thor's Hammer weapon available.
Command Module None 3500 18 Adv
Wreckage from the second 'Conestoga' crash site included a
remarkably intact section of the ship's command deck. This will
speed our development of the command and control systems of the
ship.
Several dozen Savant computer systems, working in parallel, make
up
the core of the Command Module. This is the most sophisticated
computer system we have ever devised, capable of guidance
control, power direction, and self-maintenance, without human
intervention, for decades.
Allows production of the Command Module at the Spaceport.
Extended-Range Projectile Launcher
Acid Weaponry
Electromagnetic Pulsing 4000 18 Adv
Our after-action equipment performance reports show a weakness
in
the launch mechanism used in our EMP and Acid Cloud weapons
turrets.
Though this weakness does not cause an equipment failure, our
engineers would like to revisit the design of this launcher.
The redesigned launch mechanism used in both of these weapons
has
lengthened the maximum range of these weapons.
Increases weapon ranges of the EMP and Acid Cloud to 7.
Grenade Loading Mechanism
Extended-Range Projectile Launcher 3600 18 Adv
Tests of the reloading mechanism in our grenade launching
weapons,
the EMP and Corrosive Acid have revealed some potential areas of
improvement.
The hydraulic grenade loading mechanism used in some of our
weapons
turrets had been designed to handle ammunition that was much
less
shock-resistant that those we currently have in use.
Increasing the 'rattle' tolerances of the system allows for a
faster
loading system.
Improves the rate of fire for EMP and Acid Cloud weapons.
Habitat Ring None 3500 18 Adv
Two of the recovered fragments of the 'Conestoga' are from the
hull
of the habitat ring. They contain large superconductive
magnetic
coils, which appear to be a kind of radiation shielding system.
Before and after our interstellar flight, our colonists will
live in
the Habitat Ring. These temporary quarters are shielded from
radiation and small particle collisions by a magnetic field
generated by superconductive coils built into the hull.
Allows production of the Habitat Ring at the Spaceport.
Improved Launch Vehicle None 6000 18 Adv
Our SULVs lack cargo sufficient capacity for some of the
resource
cargo modules we will need to launch in the final stage of the
evacuation of New Terra. In addition, they are proving quite
expensive on a per launch basis. Our aeronautical experts have
proposed a new launch vehicle to address both of these issues.
The RLV program solves both of the design issues caused by our
original SULV. The cargo capacity of the RLV is 40% larger than
that of the SULV, allowing it to carry the largest starship
modules we develop. And, though a single RLV is much more
costly
than a single SULV, on a per-launch basis, the RLV is
significantly
less expensive.
Allows production of the Reusable Launch Vehicle (RLV) at the
Spaceport.
Magma Purity Control Magma Refinin 4500 18 Adv
Although magma contains all of the elements we classify as Rare
Metals, it also contains several other elements which are
essentially waste materials. We may be able filter out some of
these additional materials in our molten magma flow.
Our Magma Purity Control technique removes several waste
materials
from the magma before cooling it for transport to the Rare Ore
Smelter.
Increases Rare Ore Yield of Magma Wells to 150 units of Rare
Metals.
Orbital Package None 3500 18 Adv
Upon arrival at our new home, we want to deploy a series of
satellites and probes that will provide data about the planet
and
support colony operations.
This group of satellites and probes, to be deployed upon
reaching
our destination planet, includes EDWARD, a communications
satellite,
a solar power satellite, orbital observers, and several types
of atmospheric and geologic probes.
Allows production of the Orbital Package at the Spaceport.
Sensor Package None 3500 18 Adv
A portion of the 'Conestoga's sensor suite was among the debris
retrieved from the second crash site. This appears to have been
part of the telemetry system used to monitor the deep-space
probes
sent out to locate a suitable destination. We believe we can
use
this as the basis for a similar system.
Before we can depart the New Terra system, we must have a
destination. Our Sensor Package includes a Nanoprobe launcher,
capable of sending thousands of microbe-sized probes toward
potentially habitable planets, and a sensor/telemetry system
which
will evaluate the reports sent back by the Nanoprobes.
Allows production of the Sensor Package at the Spaceport.
Solar Power None 3200 18 Adv
The technology behind solar power has been available for quite
some
time, the size of the solar collector panels needed to generate
a
significant amount of power has always been judged prohibitive,
especially since our periodic evacuations began. However, with
the
redevelopment of a space program, it is possible to build a
solar
collector satellite which beams the energy it collects to a
ground-based receiver.
The solar power system, comprised of a collector satellite and
ground-based receiver, is an inexpensive alternative energy
source.
The satellite, once in orbit, can be retargeted at a new ground
location after an evacuation, and the receivers are much less
volatile than our Tokamak fusion reactors.
Allows production of the Solar Power Array at the Structure
Factory
and the Solar Power Satellite at the Spaceport.
Stasis Systems Health Maintenance
Habitat Ring 3500 18 Adv
The cold-sleep system used in the 'Conestoga' successfully
slowed
the metabolic rate of the colonists traveling from Earth to New
Terra, but at the cost of shortening their lives once they had
arrived. Fortunately, our medical technology has advanced
significantly since our arrival, and we believe we now have a
method
of inducing true suspended animation without the same loss of
longevity.
The Stasis Systems contain suspended animation chambers for 200
colonists. This module, like the Habitat Ring, is equipped with
our
superconductive magnetic coil radiation shield system.
Allows production of the Stasis Systems at the Spaceport.
Mission eleven -
Mission Briefing:
Commander:
Our counterstrike on Plymouth is ready. The primary objective
is to
capture the Gene Bank.
We have information that leads us to believe it is being stored
at
one of Plymouth's Advanced Labs.
Move the Scout to the side of each Advanced Lab and give it time
to
scan the structure until the Gene Bank is located.
Once the Gene Bank is found escort the specially modified Cargo
Truck to the Lab. Park it on the side of the Lab to load the
Gene
Bank. When the Truck is loaded return it to the convoy's
starting
location.
The Senate has reached a decision about the rescue of the
hostages
as well. Some Senate members suggested that our limited
resources
would be wasted on trying to rescue them and that they should be
left in place as valuable sources of information about what
Plymouth
is doing.
But after testimony of some of our top scientists it was decided
that we must bring them back to finish some key components of
our
own starship.
After identifying their location with a Scout, send in the
specially
modified Evacuation Transport to pick them up by parking it at
the
side of the Lab. Then return them to the convoy's starting
location.
Our kidnapped citizens have given us some other disturbing
information. Plymouth has been working on their launch
capability
and modifying their SULV. But it appears they have put very
little
recent effort into finishing their starship.
Instead of finishing their own starship Plymouth may try to take
ours. Since our Skydock has minimal defensive capabilities we
must
stop Plymouth's launch capability.
In addition to procuring the Gene Bank and rescuing the
scientists
the convoy must quickly destroy Plymouth's Spaceport and all of
the
Advanced Labs before they can launch their raid on our Skydock.
Plymouth refuses to negotiate. We have no choice.
Check the Specific Objectives list for more details.
The Map
Terrain map for Eden Mission 11. This is a 128 x 128 map
Easy Level
Mission Objectives
1) You must rescue the Scientists and capture the Gene
Bank.
Once acquired, they must be returned to the convoy's
starting location.
2) You must destroy all Advanced Labs and the Spaceport.
Strategies:
Start at the Southwestern entrance to the Plymouth colony and go
through it leaving nothing but rubble behind.
Use your EMP's and Thor's Hammers to quickly reduce Guard
Towers.
Keep your combat units grouped together with your Scouts, Cargo
Truck and Evacuation Transport bringing up the rear.
Put your Tigers in the front of your attack as they are the
slowest
and therefore set the pace. They also pack the biggest punch,
and
there is little that can stand up to a Thor's Hammer Tiger!
Make sure to Scout the Advanced Labs and retrieve the Gene Bank
and
Scientists before you blow them up!
Normal Level
Mission Objectives
1) You must rescue the Scientists and capture the Gene
Bank.
Once acquired, they must be returned to the convoy's
starting location.
2) You must destroy all Advanced Labs and the Spaceport.
Strategies:
Enter the base via the entrance in the southwest corner of the
map.
The best strategy is to disable all of the Plymouth Vehicle
Factories so that they can not manufacture more combat units.
You
can accomplish this in a couple of ways. You can Disable all
Command Centers, thus disabling all other Plymouth structures.
You
can destroy all Power generation facilities. You can also try
destroy the Vehicle Factories themselves. Once the Vehicle
Factories
are out of the way, the mission becomes a lot easier
Be careful of the EMPs and Spiders. Taking out the Arachnid
Factories will help prevent losing your units to EMP/Spider
attacks.
If you drop below a certain number of units, reinforcements will
arrive. They also show up when you pick up the Gene Bank and
Scientists. Any remaining enemy units will attack you at that
point, so be ready to defend yourself.
Hard Level
Mission Objectives
1) You must rescue the Scientists and capture the Gene
Bank.
Once acquired, they must be returned to the convoy's
starting location.
2) You must destroy all Advanced Labs and the Spaceport.
Strategies:
Enter Plymouth from the southwest. Use Thor's Hammer to take
out
the structures along the ridge, especially the Command Center
and
Vehicle Factory.
Watch out for vortexes in the desert and storms going across the
map. Either of those can destroy your Cargo Trucks or
Evacuation
Transport, ending the mission.
Move carefully and slowly and pick off as many of the Factories
and
Guard Posts as you can without taking damage.
When you have picked up the Gene Bank and Scientists, all
remaining
enemy units will charge after those vehicles. Be ready, or even
better, take out as many of them as you can before you pick up
the
last item.
Dropping below a certain number of units will bring in
reinforcements that will head to your starting convoy location.
Research
There is no research available in this Unit Mission.
Mission twelve -
Mission Briefing:
Commander:
With the Gene Bank secured, we must finish our starship and
evacuate
for the last time.
Word has leaked out that we may not have enough room for
everyone on
the starship and low morale is hampering our efforts. See what
you
can do to make the colonists happier and more productive for our
final effort.
The scientists we rescued have brought information about the
level
of desperation at Plymouth.
They are simply too far behind to finish a starship in time.
They may be ready to negotiate a treaty... or they may launch
one
last full-scale assault on our Spaceport.
Plymouth had recently begun to make some special modifications
to
their SULV's. Our rescue came before our scientists could
gather
information about these modifications.
Be ready for anything that happens. Plymouth will probably
attack
with everything they have left. If so, we must defend our
colony
long enough to collect the necessary resources for our long
journey
to a new world.
We don't know what to expect. Perhaps Plymouth will finally
realize
the gravity of their situation and begin to act rationally.
Quickly finish the items in the Specific Objectives list and
evacuate the colony. Humanity lives or dies with your actions
Commander.
Good luck.
The Map
Terrain map for Eden Mission 12. This is a 128 x 64 map.
Easy Level
Mission Objectives
1) You must build and launch these starship components:
Fueling Systems, Stasis Systems, Sensor Package,
Phoenix
Module.
2) You must launch 10000 units of Common Metals, 10000
units
of Food, and 10000 units of Rare Metals to the
starship.
3) You must evacuate Plymouth's Children* and 200
Colonists*
to the starship.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
The challenge is to fend off increasingly difficult attacks from
the
north, northeast, east, and southwest while accumulating enough
resources to complete the starship. Build 3 Agridomes
immediately. If you have adequate Colonists, you can safely
ignore
most of the Morale issues for this mission, but you still need
to
generate a substantial food surplus to launch to the starship.
Start five Cargo Trucks on an ore-hauling route between the Mine
to
the northwest of your base and your Common Ore Smelter. Use the
sixth Cargo Truck for a route between the Rare Ore Mine
south of your base and your Rare Ore Smelter. After you have
completed building your defenses, build three more Cargo Trucks
and
put them on the Rare Ore route. Forget defending the Mine in
the northeast corner of the map -several attacks come through
that
small area. You will be able to generate more than enough
Metals to
build a great defense and complete your starship. Do not
worry about conserving Metals until after you are assured of
survival.
A good defensive strategy is to ring your base with Thor's
Hammer
Guard Towers, all connected to the base by Tubes. In addition
to
having more destructive power than a mobile Thor's Hammer,
they cannot be captured and used against you if they are EMP'd.
Build a Solar Power Array and Satellite to provide power safely
inside your base where you can defend it, rather than defending
the
Geothermal Plant to the west. Build multiple Thor's Hammer
Tigers
to complete your defense.
Normal Level
Mission Objectives
1) You must research Magma Refining, if not previously
researched.
2) You must build and launch these starship components:
Fueling Systems, Stasis Systems, Sensor Package,
Phoenix
Module.
3) You must launch 10000 units of Common Metals, 10000
units
of Food, and 10000 units of Rare Metals to the
starship.
4) You must evacuate Plymouth's Children* and 200
Colonists*
to the starship.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
This mission requires an incredible amount of Metals. Build a
second Common Ore Smelter directly next to the high yield Mine
north
of your base. You will also need an armada of EMP and Thor's
Hammer
units to defend the perimeter of your base. Erect a Meteor
Defense
near your Spaceport. This structure will protect you from
meteors
and incoming EMP Missiles. If you do not have enough Colonists,
build a Nursery. You will also need to place enough Agridomes on
the
map so that you can eventually meet the Food cargo requirement.
Use
the Garage to repair damaged Tigers; it costs much less Rare
Metals
than constructing new ones.
Also, build alternate power supplies. The initial Geothermal
Plant
is far too difficult to defend and will likely be lost.
Hard Level
Mission Objectives
1) You must launch 10000 units of Common Metals, 10000
units
of Food, and 10000 units of Rare Metals to the
starship.
2) You must evacuate Plymouth's Children* and 200
Colonists*
to the starship.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
This mission has the most massive assault from Plymouth in the
game!
Grouping Thor's Hammer Tigers together will pick off the combat
units that come in, and smaller units can pick off the
Arachnids.
This is a combination of all the mission elements your have
learned
so far. The attacks from Plymouth are nearly continuous. You
will
need to build GeoCons several times since the enemy will
attack them to lower your power supply.
The Mine in the upper right will be a lost cause. So many units
pour in from that area that you will not be able to defend it,
so
use the high yield Mine just west of your base.
One of the most effective strategies it to ring your base with
Thor's Hammer Guard Posts connected to the base by Tubes. This
configuration can often destroy a Lynx from close range in a
single shot.
Acid Cloud Guard Posts are also very useful in areas where
Arachnids
enter. Set them up and order them to attack a location on the
ground. They will fire continuously and the Arachnids will
walk right into it.
Build a Meteor Defense close to your Spaceport. Plymouth will
launch many EMP Missiles at your base and most of them will
target
the Spaceport. The Meteor Defense can not only knock down
some meteors but it can also target incoming EMP missiles. The
only
drawback is the Power requirement. If you have a Power shortage
Idle it first until your other structures get back online and
you get a new Power source.
Build plenty of Agridomes to keep the food supply growing, even
if
your Morale gets to terrible (it will) and build them early to
allow
enough time to get up to the required amount of Food.
While all of the fighting is going on you will need to maintain
and
grow your population to at least 200 people and have massive
quantities of Common and Rare Metals and Food in storage.
Get yourself situated with plenty of combat units to protect
your
base and then worry about the people and supplies.
Once you have all of the starship parts finished and deployed
and
you have loaded the supplies, the Children's Evacuation
Transport
will arrive.
You can begin to recycle structures at the GORF to continue to
build
weapons if necessary, but once the Children's Module is launched
you
need only to launch 200 Colonists to win the game.
Research
Topic Predecessor Cost Sci Lab
Heat Dissipation Systems Artificial Lightning 3600 18 Adv
Some of our weapons systems generate high levels of heat when
repeatedly fired in combat. These weapons require a cooling-off
period before they can be fired again. This delay could be
shortened by adding a heat dissipation system.
Our new weapons turret heat sinks allow these weapons to be
fired more quickly. The heat sinks use dichlorodifluoromethane
gas as a coolant to prevent weapon overheating.
Increases rate of fire of Laser, Rail Gun, and Thor's
Hammer.
Phoenix Module None 3500 18 Adv
Before we land our colonists on the new planet, we must send a
lander to prepare the early stages of a colony. We have in our
databases portions of the plans for the Seed Factory used on our
arrival on New Terra, but they are incomplete and
obsolescent.
When deployed, this self-contained lander transforms into
several of the initial structures and vehicles needed to start a
colony. These structures are all capable of operation without
human presence, and will give our new home a head start.
Allows production of the Phoenix Module at the Spaceport.
Precision Trajectory Projection Software
High-Energy Ray Composite Projector 2400 14 Std
Our Meteor Defense is effective... when it can find the target.
Field tests of the system show a significant possibility of
inaccurate targeting coordinates generated by the Observatory
tracking software.
Revision of the meteor tracking software, using algorithms
developed as part of the space program, has improved the
trajectory projection software used at the Observatory. This
will increase the probability of destroying incoming meteors
before they reach our colony.
Improves Observatory's meteor targeting system.
*****Plymouth Walkthrough*****
Mission One -
Mission Briefing:
Commander:
A volcanic eruption is imminent and the lava flow will destroy
our colony. We must evacuate immediately. All Evacuation
Transports have been loaded to capacity and are ready to leave.
Computer projections have generated a list of the materials we
need to survive. Quickly gather the remaining vehicles and
supplies and rendezvous at the mining beacon northwest of our
colony.
Check the Specific Objectives for an exact list of
what we need.
Hurry, Commander. We don't have much time.
The Map:
Terrain map for Plymouth Mission 1.This is a 64 x 64 map.
Easy Level
Mission Objectives:
Move all units and their cargoes to the mining beacon northwest
of the colony
Strategies
Your vehicles are already loaded with their cargoes, so you will
not have to do any docking or loading at all. You just have to
move all the vehicles to the mining beacon.
Position the mouse in the northwest corner, press and hold the
left mouse and drag the mouse pointer to the southeast corner of
the map. Release the left mouse button, and all of the vehicles
will be selected. Move the cursor (it should be the Move
cursor) to the mining beacon and click. Right-click to de-
select your vehicles and watch them go.
Normal Level
Mission Objectives
All of the following materials must be evacuated, that is, moved
to the vicinity of the mining beacon to the northwest of the
colony.
1) 6 structure kits (each must be loaded into a ConVec):
Basic Lab, Structure Factory, Tokamak, Agridome, Common
Ore Smelter, Command Center.
2) 4000 units of Common Metals (loaded into 4 Cargo
Trucks).
3) 4000 units of Food (loaded into 4 Cargo Trucks)
4) Colonists (loaded in 3 Evacuation Transports)
5) Other vehicles: Earthworker, 2 Robo-Surveyors, 2 Robo-
Miners
Strategies:
Some of your vehicles are already loaded and ready, others need
to be loaded. Find the empty ConVecs and get them to the
Structure Factory quickly. While they are going, load two empty
Cargo Trucks with food at the Agridome and two with Common
Metals at either the Common Ore Smelter or Common Metals Storage
Tanks. Once all the structure kits are in ConVecs, drag-select
the entire screen (just as in the Easy level) and move the
vehicles to the mining beacon.
Hard Level
Mission Objectives
All of the following materials must be evacuated, that is, moved
to the vicinity of the mining beacon northwest of the colony.
1) 6 structure kits (each must be loaded into a ConVec):
Basic Lab, Structure Factory, Tokamak, Agridome, Common
Ore Smelter, Command Center.
2) 4000 units of Common Metals (loaded into 4 Cargo
Trucks).
3) 4000 units of Food (loaded into 4 Cargo Trucks)
4) Colonists (loaded in 3 Evacuation Transports)
5) Other vehicles: Earthworker, 2 Robo-Surveyors, 2 Robo-
Miners
Strategies:
At the Hard level, none of your vehicles have the cargoes they
need, you do not have enough Common Metals in storage or
vehicles on the map, and there is a Power shortage as well.
First, solve the Power problem. Since the colony is about to be
wiped out, you need not worry about Morale, research, or your
Colonists' health. Idle all Residences, Labs, Recreation
Facilities, and Medical Centers. You must release enough Power
to bring your Garages Active.
Next, find the Cargo Trucks loaded with the Common Ore. Dock
them at the Smelter to make the Common Metals you need. While
they are en route, get the vehicles out of storage at the
Garages.
Load the ConVecs and Cargo Trucks, then drag-select the entire
map to select all of your vehicle. Because there is not an
Active Robot Command Center, the vehicles will be less
intelligent about choosing their route to the mining beacon.
They may move close enough to the lava to be destroyed when it
surges forward. To avoid this, use waypoints to keep them
further south as they make their way across the map.
Research
There is no research in this Unit Mission.
**********************************************************
Mission Two -
Mission Briefing:
Commander:
Our scientists have detected more unusual seismic and volcanic
activity. We thought New Terra was geologically stable but
apparently it is not. More eruptions and quakes are predicted
soon. We do not know the cause.
Many of our people are exhausted and weak from the evacuation
and food supplies are diminishing. We must establish a
temporary colony here.
To survive we need to grow more food, mine ores to produce more
metals, and reconstruct our basic scientific databases from the
few computer records we saved in time.
More structure kits will be needed before we evacuate again as
well.
Our people are determined to survive. Morale is steady for now.
Check the Specific Objectives for an exact list of what we need.
Move quickly Commander. Another eruption could happen at any
time.
The Map:
Terrain map for Plymouth Mission 2. This is a 64 x 64 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 20 Children, 14
Workers, and 6 Scientists.
2) You must research these topics: Astronomy, Boptronics,
Chemistry, Planetary Sciences, and Social Sciences.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with
Common Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Earthworker,
one Robo-Miner, and one Robo-Surveyor.
Strategies:
Immediately set five Cargo Trucks on an ore-hauling route
between the mine and the smelter. Start the Basic Lab
researching. (Since you will have to research every topic
available, the order of research does not matter.) Start the
Structure Factory building an Agridome kit. Move the two
remaining empty Cargo Trucks to the Agridome docks and load them
with Food. Keep the Basic Lab researching until all topics have
been completed. (A quick way to do this is to press the space
bar each time your Savant computer tells you "Research
Completed.". This will take you directly to the Lab where you
can assign the next topic.) Once you have 5000 units of Common
Metals in storage, stop the Cargo Trucks that are hauling ore,
and load them with metals.
Normal Level
Mission Objectives
1) You must have a minimum population of 20 Children, 14
Workers, and 6 Scientists.
2) You must research these topics: Astronomy, Boptronics,
Chemistry, Planetary Sciences, and Social Sciences.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with
Common Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Earthworker,
one Robo-Miner, and one Robo-Surveyor.
Strategies:
Survey the mining beacon to the west. While your Robo-Surveyor
is moving, find the ConVec carrying the Common Ore Smelter kit
and have it deploy at or near its current location. Build the
mine and set an ore-hauling route for the empty Cargo Trucks.
As soon as you have enough Common Metals, build a second
Agridome.
Unload the Common Metals in some of the Cargo Trucks so you can
start building the structure kits you need. Use those empty
Cargo Trucks to haul more ore.
Remember to keep your Basic Lab busy doing research.
If you have enough metals in storage near the end of the
mission, consider building Common Metals Storage Tanks on the
west side of the colony, away from the lava. This will let you
load metals at both the Smelter and the Storage Tanks at the end
of the mission, avoiding a bottleneck at the Smelter.
Hard Level
Mission Objectives
1) You must have a minimum population of 20 Children, 14
Workers, and 6 Scientists.
2) You must research these topics: Astronomy, Boptronics,
Chemistry, Planetary Sciences, and Social Sciences.
3) You must have the following structure kits loaded into
ConVecs: Agridome, Command Center, Common Ore Smelter,
Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with
Common Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Earthworker,
one Robo-Miner, and one Robo-Surveyor.
Strategies:
You must act quickly and precisely here. Immediately deploy
your Tokamak where your ConVec starts. Build the Structure
Factory on the west side of your base, connected by Tube to your
base, but as close as possible to the Mine, and build the
Smelter to the west of that. This will minimize the distance
your Cargo Trucks must go.
You may need to unload all metals and use them for building
structure kits. Keep your ConVecs near the Structure Factory to
load structure kits as they are completed.
Build a second Agridome as soon as possible. If you deploy it
between the Smelter and the Mine, the ore-hauling Cargo Trucks
will be able to travel across bulldozed terrain, which is faster
than driving across the lava field terrain.
Start your research early and keep the Lab busy until all topics
are finished.
Finally, as in the Normal level, you may want to build Storage
Tanks on the west side of your colony, so that you may load
metals in two places at the end of the mission.
Research
On all three levels, you must research all of the topics
available. These are:
Topic Predecessor Cost Sci Lab
Astronomy None 400 5 Basic
Astronomy is the study of matter and energy in the universe,
particularly the composition and movement of celestial bodies.
Prior to our hurried departure, our astronomical database
contained a great deal of information on nearby star systems and
the local region of space. This database was corrupted and must
be rebuilt.
Our astronomical database has been rebuilt, giving us increased
knowledge of the possible resources and hazards of this part of
space. It can provide the basis for future research.
Boptronics None 400 5 Basic
"Boptronics" refers to hybrid devices and systems which use
electronic, biological and optical components. Our colony is
entirely dependent on this type of equipment, but our database
of boptronic engineering techniques has been damaged.
Reassembling this data is a top priority for our survival.
Our boptronics database has been restored. We will soon be able
to develop new processes, techniques, and devices.
Chemistry None 400 5 Basic
The science of chemistry investigates the composition and
properties of materials. Our databases contained all of Earth's
knowledge of chemistry, as well as the results of many
experiments carried out since we landed on New Terra; our
studies in analytical chemistry, examining the composition of
materials in the New Terrestrial soil are particularly valuable.
This chemical database must now be rebuilt.
The chemical database has been reconstructed, and will provide
the foundation of future scientific progress.
Planetary Sciences None 400 5 Basic
The planetary sciences data bank included studies of the soil,
landforms, and atmosphere of New Terra, as well as all
geoscientific research done on Earth and the solar system prior
to the planet's destruction. Restoration of this database is
essential to our continued survival on New Terra.
Our planetary sciences database has been reassembled.
Social Sciences None 400 5 Basic
Our knowledge of psychology, sociology, economics, politics, and
the other social sciences enable us to maintain the happiness
and productivity of the colonists. We must reconstruct this
data to maintain order and civility.
Reclamation of the social sciences database is complete.
********************************************************
Mission Three -
Mission Briefing:
Commander:
Our colony has relocated as far from the quakes and lava as our
limited supplies allowed. Our scientists are baffled by the
cause of these events but we may have an idea.
Satellite images of Eden have revealed shocking data. The
colony appears heavily damaged with almost no signs of activity
at all.
The images show unusual modifications to some structures and
vehicles. We are astonished but these modifications appear to
be some type of weapons.
We must find out what destroyed Eden and if the same fate awaits
us. Our scientists believe with more research they can modify
existing microwave power transmission technologies to provide us
with some protection against Eden's weaponry.
In the meantime our current population and knowledge must be
expanded to ensure our survival. The new Standard Lab will help
us research useful technologies.
An active Nursery will allow us to expand our population and
decrease infant mortality rates. An active University will
allow us to train new workers and scientists.
Cybernetic Teleoperation research will allow us to build more
vehicles and operate them remotely.
Our scientists are concerned about more seismic and volcanic
effects. We also have detected unusual atmospheric changes that
may produce violent electrical storms. Keep enough Evacuation
Transports ready for an emergency.
Word of our situation is spreading to the colonists. They are
courageous people but their morale is starting to ebb and flow.
Do what you can to keep up their spirits. Morale will affect
production rates at Factories, Agridomes, and Laboratories.
Keeping morale high will also lower the mortality rate and
increase the birth rate.
Computer projections have mapped out goals to ensure our
survival. Check the Specific Objectives for this list.
The Map:
Terrain map for Plymouth Mission 3. This is a 64 x 128 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 32 Children, 22
Workers, and 12 Scientists.
2) You must research these topics: Emergency Response
Systems, Health Maintenance, Cybernetic Teleoperation,
Focused Microwave Projection*, Mobile Weapons Platform*.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least five Cargo Trucks loaded with
Common Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must build a Vehicle Factory*.
7) You must have at least five ConVecs, one Robo-Surveyor,
one Robo-Miner*, three Scouts*, and four Lynx*.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
Start all available Cargo Trucks on an ore-hauling route from
the Mine in the northeast to the Smelter. Build the structure
kits required by the mission objectives as soon as possible.
Train 6 of the 8 available Workers training to be Scientists.
Keep an eye on your available Workers - whenever you have some
that you do not plan to use for operating structures, convert
them into Scientists. Research Environmental Psychology first,
then proceed to Health Maintenance, Vulcanology, Emergency
Response, Cybernetic Teleoperation, Focused Microwave
Projection, and Mobile Weapons Platform in that order. After
you have completed the required research, keep your Lab busy
researching other topics. Since completed research carries over
to the next mission, try to complete as much research as
possible. To maximize your research time, delay completion of
the mission by loading all of the Cargo Trucks except one. Keep
a Cargo Truck on the dock of Storage Tanks (or Agridome), ready
to be loaded at the last minute. It is often helpful to build a
few extra Cargo Trucks so that they can continue to haul ore
while you are doing this.
When your structures are damaged by earthquakes, meteors, or
storms, repair them as quickly as possible so they will not be
destroyed by the next disaster. Idling a structure reduces the
damage incurred from disasters. Keep your vehicles out of the
way of storms by projecting their path and moving your vehicles
as needed.
It is very important to keep Morale up. Erect an additional
Agridome, Residence and Tokamak as quickly as possible. Build
a Medical Center as soon as Health Maintenance research has been
completed, and a DIRT as soon as Emergency Response has been
researched. This will effectively boost morale and improve the
birth and death rates.
Most important: If you start to feel like you are being
overwhelmed by all of the balls you have to keep in the air,
slow down the game speed using the Game Preferences menu. The
faster you play the game, the harder it is.
Normal Level
Mission Objectives
1) You must have a minimum population of 32 Children, 22
Workers, and 12 Scientists.
2) You must research these topics: Emergency Response
Systems, Health Maintenance, Cybernetic Teleoperations.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least five Cargo Trucks loaded with
Common Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Robo-Surveyor,
one Robo-Miner*, two Scouts*, and four Lynx*.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
The quakes at the Normal level are little more intense and the
lava flow starts sooner. Make sure you do as much research as
time permits.
Start the Cargo Trucks on the ore-hauling route to the northwest
as soon as possible since that Mine is closest to your smelter.
Bulldoze a road to the Mine quickly as well.
When the mission starts, your colony is already using most of
the Power being generated, so deploy another Tokamak early,
before you build many other structures.
You may want research Metals Reclamation and build a GORF at
some point during the mission. If you find yourself short on
metals when the lava starts flowing, you can recycle some
structures to make up the difference.
Hard Level
Mission Objectives
1) You must have a minimum population of 30 Children, 20
Workers, and 12 Scientists.
2) You must research these topics: Emergency Response
Systems, Health Maintenance.
3) You must have the following structure kits loaded into
ConVecs: Agridome, Command Center, Common Ore Smelter,
Structure Factory, Tokamak.
4) You must have at least five Cargo Trucks loaded with
Common Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least one Robo-Surveyor, one Robo-
Miner, three Scouts, and five Lynx.
Strategies:
The Hard level of mission three is one of the most difficult in
the game. You never seem to have enough Colonists, and the
volcanic eruption, storms, and quakes make it a harrowing
scenario.
At the beginning, focus almost entirely on building your Morale.
Do Health Maintenance immediately. This is the only way to keep
enough Workers and Scientists alive since your Morale starts at
such a poor level that your death rate will be high. Also, do
not train all of your Workers into Scientists at the start.
Workers contribute twice as much to the birth rate as
Scientists. If you convert them, you will not be able to
produce enough Children to succeed. You may only have a few
Scientists doing research at a time, but getting more Children
is the critical challenge. Do the vehicles and weapons research
near the very end.
Ignore the Mine to the south. Send your Robo-Surveyor, Robo-
Miner, and five Cargo Trucks to the northern mining beacon
immediately. During the mission, a quake will hit this Mine,
severely damaging it. Should it become Disabled, send a ConVec
to repair it.
Most of the quakes hit to the west of your base, so build to the
east. You can move vehicles you do not need to the east side of
the map near your base. No quakes hit there.
Remember that you can Idle structures to free up Workers to
operate other structures. Once your Structure Factory has
finished all the kits you need, Idle it to get those Workers
into other structures.
Keep an eye out for storms. Idle structures in their path to
reduce damage, and repair them immediately so later storms or
quakes do not finish them off.
At the end of the mission, consider building a GORF and
recycling unneeded structures to get enough metals. Build
Storage Tanks near your Smelter to avoid bottlenecks while
loading your Cargo Trucks.
Research
Topic Predecessor Cost Sci Lab
Advanced Vehicle Power Plant
High-Temperature Superconductivity 1500 10 Std
Several of the vehicle models we use are powered by the R-2000
cool-fusion plant. Our work in High-Temperature
Superconductivity may be applicable to an improvement of this
power plant.
The new R-3000 series cool-fusion plant has been installed in
all Cargo Trucks, Robo-Dozers, and Earthworkers, replacing the
earlier R-2000 model. This application of the High-Temperature
Superconductivity technology has increased the speed of these
vehicles.
Improves speeds of the Cargo Truck, Robo-Dozer, and
Earthworker.
Cybernetic Teleoperation None 1200 10 Std
Prior to the evacuation from our original colony site, Workers
remotely operated our vehicles using a technology called
Teleoperation. Since the catastrophe, we no longer have enough
Workers to Teleoperate our vehicles. The Savant computers at
the Command Center have taken on part of this burden, but the
job is taxing their capacity. We need a specialized computer
vehicle control system. This Cybernetic Teleoperation project
should allows us to operate a much larger number of
vehicles.
Our research has resulted in a specialized variant of the
Command Center, with dedicated computers and communications
capabilities. In addition, all vehicle designs now include the
less expensive Noesis computer, utilizing elements of the Savant
technology. This transfers much of the computing burden from
the Robot Command Center to the vehicle itself.
Allows production of Robot Command Center and Vehicle Factory
structure kits at the Structure Factory.
Emergency Response Systems None 1000 10 Std
Given the new dangers confronting our colony, we need more
protection against disaster than our emergency shelters are able
to provide. Unfortunately, those colonists trained in emergency
response were during the evacuation of Plymouth. This project
will develop new methods, tools, and techniques to respond to
structural damage.
Disaster Instant Response Teams (DIRTs) can reduce damage to
structures. Once the DIRT structure has been deployed, DIRT
members trained in emergency medical care and structural
reinforcement will be on the scene in a matter of seconds.
Allows production of DIRT structure kits at the Structure
Factory.
Environmental Psychology None 800 12 Std
Environmental Psychology studies the relationships between human
behaviors and the environments in which they occur. The forced
evacuation of our old colony site has increased the stress on
our Colonists; additional research in this field may help us to
create a more supportive environment and improve Morale.
Our expanded knowledge of the causes and effects of crowding and
environmental and situational stressors has enabled us to
redesign our Residences. We can now house more people in the
same space, while improving Morale.
Increases Residence capacity from 25 to 35 Colonists.
Focused Microwave Projection None 1500 12 Std
Inter-colonial relations remain poor, making it prudent to
develop some kind of defensive capability. Our most promising
research path lies in a refinement of the Microwave technology
we use for transmitting power from our Tokamaks to the rest of
the colony.
We have refined the technology used in transmitting power
between structures. Our new emitters are capable of projecting
a high-intensity beam of microwaves which will inflict heat
damage on the target.
Makes the Microwave weapon available. Allows production of
Guard Post structure kits at the Structure Factory.
Health Maintenance None 300 6 Std
Although our emergency medical systems are adequate to deal with
accidents and disasters, our people are suffering from a lack of
regular medical care. We could exploit the vast medical
knowledge in our databases to develop a regimen of health
maintenance practices.
Medical Center personnel are trained in a variety of techniques
of preventive medicine as well as the treatment of illness and
injury. Each Medical Center can support the health needs of up
to 40 Colonists, improving the health and morale of the
colony.
Allows production of Medical Center structure kits at the
Structure Factory.
High-Temperature Superconductivity None 1500 10 Std
Superconductivity is the ability of certain materials to conduct
electric current with no resistance and extremely low losses.
The best superconductive materials we have require an operating
temperature of 152 degrees Kelvin (-121 degrees Celsius). Many
new applications could be developed with a significant increase
in the temperature of superconduction.
Our research into High-Temperature Superconductivity has
resulted in the discovery of an alloy that is superconducting at
236 degrees Kelvin (-37 degrees Celsius), over 80 degrees higher
than previous superconductors, improving Power generation at our
Tokamaks.
Increases Tokamak Power output from 250 to 300 units.
Hydroponic Growing Media None 1000 12 Std
Our Agridomes use a variety of methods, including Hydroponics
(soilless farming), to fill our Food requirements. Some of our
Agricultural Workers have ideas on ways to improve the growing
medium in which our Hydroponic crops are grown.
By adjusting the nutrients in the liquid in which our hydroponic
crops are grown, we have been able to increase production at our
Agridomes.
Increases Food production from 40 units to 50.
Leisure Studies None 600 8 Std
Our colonists are asking for additional entertainment options
for their off-duty hours. This project proposes to tap the
humanities database for possible leisure-time activities.
Our leisure studies project has produced a number of activities,
for both individuals and groups, that will amuse, entertain, and
stimulate our colonists. Recreation facility personnel are
trained to organize physical exercise classes, games, and
tournaments, and to teach various handicrafts.
Allows production of Recreation Facility structure kits at the
Structure Factory.
Metallogeny None 1500 10 Std
Metallogeny is the branch of geology that seeks to define the
relationship between the geological history of an area and its
mineral deposits. Metallogenic research is aimed at achieving a
better understanding of the nature and geological settings of
base and precious metal deposits, and to use this understanding
to help develop areas of high mineral potential.
Our Metallogenic research has developed a new technique of
locating and exploiting veins of Ore. This new method has
increased Common Ore production.
Increases Common Ore Mine yield.
Metals Reclamation None 1000 8 Std
With our growing needs, we can no longer afford to overlook any
possible sources of Metals. A few adaptations to our current
Smelter technology may enable us to reclaim some of the
materials in structures we no longer need.
The Garbage and Ore Recycling Facility (GORF) uses a variant of
the hot-cracking technology used at the Common Ore Smelter to
extract usable Metals from deconstructed structures, unneeded
structure kits, and rubble.
Allows production of GORF structure kits at the Structure
Factory.
Mobile Weapons Platform Cybernetic Teleoperation
Focused Microwave Projection 1800 10 Std
While our Command Center staff is quite pleased with the new
Guard Post structures, they point out that our defenses are
rather inflexible, due to their lack of mobility. At their
suggestion, our Scientists have outlined a project for
developing a mobile weapons platform.
The Lynx light combat chassis is a design adapted from existing
vehicles. The Lynx includes light armor-plating and a weapons
hard point, to which any kind of turret may be attached.
Allows production of Lynx at the Vehicle Factory.
Vulcanology None 1600 12 Std
Recent volcanic activity on New Terra threatens our colony. To
protect our colonists, we need to develop a method of predicting
eruptions so that we can safely evacuate our colonists.
Using data from our planetary sciences database as well as
investigations of volcanoes and magma vents here on New Terra,
we have developed an early warning system that will accurately
predict volcanic eruptions. Our dual-method monitoring system
uses seismometers to measure rock movement that may indicate
rising magma in the planet's crust and correlation spectrometers
that measure sulfur dioxide in plumes rising out of volcanic
craters.
Gives early warning of volcanic eruptions.
**********************************************************
Mission Four -
Mission Briefing:
Commander:
Some of our scientists have proposed sending in a research group
to
the devastated Eden site.
Whatever destroyed Eden may be a threat to us as well.
We have also confirmed our earlier suspicions. Eden was
developing
weapon systems. These weapons have been deployed in structures
and
vehicles throughout Eden.
One of our scientists has modified several of the scanning
devices
on our Scout units.
Although she declines to give us all the details until she has
done
"more research" she is very convinced that the data we need will
be
found at the Advanced Labs in Eden. She also recommends we
proceed
with our plan under the cover of darkness.
Our units must infiltrate the colony and find the Advanced Labs.
Move a Scout directly next to the side of the Lab so the Scout
can
scan the structure for the data. It may take the Scouts
some time to locate the information and transmit it back to us.
Protect them with Microwave Lynx units.
The Labs have sustained heavy damage and may explode
spontaneously.
If that happens the data will be lost forever. We must hurry.
Units we have previously sent into the colony to explore have
stopped transmitting after a short time. Oddly, we can still
see
these units in our satellite images. Be aware of the potential
loss
of control of the units.
Hopefully, our expedition will help answer this mystery.
Check the Specific Objectives list for further information.
The Map:
Terrain map for Plymouth Mission 4. This is a 64 x 64 map.
Easy Level
Mission Objectives
You must transmit data from each of three Advanced Labs in the
old
Eden colony site. The labs are located at 46,34, 26,25, and
20,55.
Strategies
Stay focused on getting the information from the Labs. Attack
the
enemy Lynx only in the vicinity of your objectives, and attack
Guard
Posts only when there is no suitable path around them. Keep all
your Lynx grouped tightly together to concentrate their
firepower,
and use them to clear a path for your Scouts. Keep your Scouts
close to their escorts, so you always have a defense for them at
hand. One route that works well is directly south from the
starting
position to the Lab at 46,34, then northwest to the lab and
26,25,
then south again to the final Lab at 20,55.
Normal Level
Mission Objectives
You must transmit data from each of three Advanced Labs in the
old
Eden colony site. The labs are located at 46,34, 26,25, and
20,55.
Strategies
Keep your group together and use combined firepower to pick off
things in the way. Keep and eye on the Mini-Map and try to
avoid
the roving patrol of Laser Lynx units.
There are several Laser Lynx hiding near the middle of the map.
During the mission, these will come out directly after your
Scouts.
Be ready.
Most of the structures are already damaged so you can destroy
them
with minimal effort to clear a path for your convoy if
necessary.
Do not spend a lot of time trying to destroy enemy Lynx, Guard
Posts, and structures. Your focus is getting to the Labs with
the
scouts. Sooner or later, your units will become infected and
start
shooting at you.
Your units will take damage when they drive across enemy loading
docks (your Savant computer will say "Damage warning!" when this
happens). The amount of damage is not high enough to cause
concern
as long as you keep them moving, but do not stop on a dock.
Distract the guarding units near the Labs with one or two Lynx,
then
quickly send your Scouts in while the shooting is going on. Do
not
bother trying to preserve all of your units... they won't be
coming
back anyway.
Hard Level
Mission Objectives
You must transmit data from each of three Advanced Labs in the
old
Eden colony site. The labs are located at 46,34, 26,25, and
20,55.
Strategies
The key to success here is to remember that you just need to get
the
Scouts next to the Labs, not level the entire base.
Your units will become infected at around time mark 90, so do
not
waste time on needless firefights. (You can see the current
time
mark on the Communications/Messages report.)
Watch the mini-map and avoid the large patrol going around. The
Scout-hunting force of three Laser Lynx, hiding near the center
of
the map, will come out much sooner on this level so be ready for
them or even hunt them down before they move on your Scouts.
One successful strategy is to split your forces into four groups
on
this mission. Send Group One, two Scouts and two Lynx, to the
northwest corner of the map. Group Two is a single Scout; send
it
to the east side of the map. Group Three is 3 or 4 Lynx and 2
Scouts, which should be sent down to the southeast corner.
Group
Four consists of your remaining Lynx.
Once Group Three reaches the southeast corner, move them to the
two
Garages in the southwest corner and wait. Use waypoints to keep
these units out of the Guard Post range. Most of the Guard
Posts in
the base are connected to the Command Center by tubes, and will
therefore do extra damage.
While Group Three is moving, head south with a Group Four.
Punch
your way through by blowing up structures and the one Laser
Guard
Post in the way, then engage the Laser Lynx guarding the Lab.
While
the guards are busy, sneak Group Two (the lone Scout) in from
the
east side. Once the data is transmitted take any surviving Lynx
and
move to the south edge of the map and then join Group Three.
Attack the guards at the Lab in the southwest and send one of
the
Scouts to the north side of the Lab when they are distracted.
When
the data is transmitted take all remaining units towards the
west
side of the map to avoid the Guard Post and head north to the
final
Lab.
Send your Lynx in from the south and the Lynx from Group One
from
the north. Again, use waypoints to avoid the Guard Posts.
While
the enemy Lynx are engaged, send in your Scouts from different
directions to the sides of the lab.
Research
There is no research available in this Unit Mission.
************************************************************
Mission Five -
Mission Briefing:
Commander:
Much has happened since the expedition to Eden. Increased
seismic
and volcanic activity has forced us to relocate our colony
again.
We must build up our colony and expand our research to take care
of
our people.
Our scientists have also analyzed the data we acquired in Eden.
The
news is grim. A micro-organism that may have been part of
Eden's
terraforming experiments has spread throughout the region and
destroyed the colony.
After the resistance we encountered, some of our leaders
speculate
that the microbe may have been intended as a biological warfare
weapon.
Regardless of the original intent we do know this: the microbe
is
lethal to humans. It seems to be bio-engineered to break
organic
compounds down into their base elements. Some of our brave
scientists have already fallen victim to it.
We have been able to modify your computer display to show a
simulated growth pattern for the microbe. Be watchful for any
sign
of it. At this point we know of no way to prevent its growth.
It is possible that the microbe may continue to consume the
entire
planet. Some of our scientists have suggested we make plans to
begin construction of a new starship and evacuate the planet.
Our Council has agreed to a more moderate course of action. We
will
allocate some resources to research certain topics our
scientists
suggest, such as the potential uses for the Rare Ores we have
found
in this area.
A robotics specialist has proposed an unusual project for
research
that he calls "Spiders." We should pursue this topic as well.
One more piece of information recovered from Eden will affect
our
plans. Records show that some people and vehicles escaped the
destruction. Eden, in some form, is still alive.
We fear some of the people who caused this massive destruction
may
still be somewhere on New Terra. We must take precautions and
protect ourselves. Several proposals for new weapons systems
have
been submitted. The electromagnetic pulse (EMP) weapon looks
especially promising.
Computer projections have generated the Specific Objectives list
of
things we need to accomplish to continue to grow our colony.
The Map:
Terrain map for Plymouth Mission 5. This is a 128 x 64 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 45 Children, 32
Workers, and 18 Scientists.
2) You must research these topics: Robot-Assist Mechanic,
and,
if not researched previously, High-Temperature
Superconductivity and Metallogeny. You must also
research
Independent Turret Power Systems*, Legged Robots*, Rare
Ore
Processing*, Advanced Combat Chassis*, Electromagnetic
Pulsing*, and Rocket Propulsion*.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least four Cargo Trucks loaded with
Common
Metals, two Cargo Trucks loaded with Food, and two Cargo
Trucks loaded with Rare Metals*.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Earthworker,
one
Robo-Miner, one Robo-Surveyor, six Lynx, and four
Panthers
(at least two of which must be armed with the RPG)*.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
Select all of your Cargo Trucks and start them on an ore-hauling
route between the existing Common Ore Mine in the southeast and
the
Common Ore Smelter. Send your Robo-Surveyor to the mining
beacon in
the lower middle of the plateau the base is on. Build a Common
Ore
Mine at that beacon, then build a second Smelter directly north
of
it. Use your Earthworker to build Tubes connecting the smelter
to
the rest of the base. Once this is completed, take two of the
Cargo
Trucks from the first ore-hauling route and set them up going
between the new Mine and Smelter. This will give you plenty of
Common Metals for the rest of the mission.
Start building Lynx immediately. Build as many as you can,
starting
with Microwave Lynx, and adding Stickyfoam and EMP Lynx when you
have completed the required research. Attacks will come from
the
southeast and the southwest. The more units you have to defend
your
base, the better. If you decide to build Microwave Guard Posts,
build Tubes to the position where they will be placed.
Microwave
Guard Posts connected to a Command Center do 50 percent more
damage
than unconnected Guard Posts. (However, StickyFoam and EMP
Guard
Posts do not receive this bonus.)
Start training a new group of Scientists at the very beginning.
Research all weapons related technology as quickly as possible,
starting with Dissipating Adhesives (at the Standard Lab), and
Independent Turret Power Systems and Heat Dissipation Systems
(both
at the Advanced Lab). As always in Base Missions, you should
try to
complete as much research as possible.
When you research Rare Ore Processing, new mining beacons will
appear on the map. Use the one in the southwest, and build your
Rare Ore Smelter directly above the Mine. This allows you to
use
just one or two Cargo Trucks to give you an ample supply of Rare
Metals.
When you have researched Legged Robots, build your Arachnid
Factory
as quickly as possible. Spiders are valuable for use with your
EMP
Lynx and Guard Towers to capture enemy units, but even more
important in this mission is their ability to repair damaged
structures.
When using Lynx or Panthers armed with StickyFoam, try to avoid
close contact with enemy units. The StickyFoam units can stick
themselves close to enemy tanks, or stick other friendly units
close
to the enemy with disastrous results. Place the Stickyfoam
units in
front of a defensive formation, rather than behind one. They
can
fire over walls, while Eden's Lasers and Rail Guns cannot.
Building
defensive Walls in short segments can be an effective way of
increasing your advantages.
Normal Level
Mission Objectives
1) You must have a minimum population of 45 Children, 32
Workers, and 18 Scientists.
2) You must research Robot-Assist Mechanic.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least five Cargo Trucks loaded with
Common
Metals, three Cargo Trucks loaded with Food, and two
Cargo
Trucks loaded with Rare Metals.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Earthworker,
one
Robo-Miner, one Robo-Surveyor, and two Spiders.
7) You must have at least six Lynx (at least two of which
must
be armed with the EMP), and four Panthers (at least two
of
which must be armed with the RPG).
Strategies
Build your research up quickly to the Stickyfoam, Rare Ore, EMP
and
Spiders. You may also want to do MHD Generator early in the
mission
to get another power source going. Once you research Rare Ore
Processing, build your Rare Ore Smelter close to the Mine (as
discussed in the Easy level) so you only need one or two Cargo
Trucks hauling Rare Ore.
Watch for storms, quakes, and meteors. A quake in the north
will
damage your Tokamak, and a meteor will hit your Command Center,
damaging but not destroying it. Repair these before the next
storm
hits. (Remember that Spiders can repair structures more quickly
than ConVecs.) More meteors fall at random locations around the
map. The volcano at the northwest will erupt, and the microbe,
when
it arrives, will come from the southwest.
The attacks will come in from the southeast and southwest
corners.
Build small walls to funnel the enemy toward your Guard Posts.
Keep
the Stickyfoam units in front of your other units to avoid
sticking
your own units. Once the enemy tanks are stuck move the
StickyFoam
units out of the way.
Use Spiders and EMPs to capture incoming units. This
combination is
one of Plymouth's best tactics. In addition to ending Eden's
attack, capturing units also helps fulfill the mission's Lynx
and
Panther objectives without having to use Common or Rare Metals,
a
double bonus.
Hard Level
Mission Objectives
1) You must have a minimum population of 45 Children, 32
Workers, and 18 Scientists.
2) You must research Robot-Assist Mechanic.
3) You must have the following structure kits loaded into
ConVecs: Agridome, Command Center, Common Ore Smelter,
Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with
Common
Metals, three Cargo Trucks loaded with Food, and three
Cargo
Trucks loaded with Rare Metals.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least one Earthworker, one Robo-Miner,
one
Robo-Surveyor, and three Spiders.
7) You must have at least eight Lynx (at least three of
which
must be armed with the EMP), and four Panthers (at least
two
of which must be armed with the RPG).
Strategies
Once again, having enough Colonists is a major problem. This
time
you need more Scientists as well. Early in the mission, you
should
research Hypnopaedia to reduce training time for Scientists.
The attacks are from again from the southern corners. Some
units
will come from the west with their lights off and attack your
mine.
Build a Scout early and send it to that corner. Though it may
get
destroyed, the early warning of the sneak attacks in the dark
are
worth the cost of the Scout.
The rest of the mission is similar to the Normal level, but
tougher.
Attacks come more frequently with more units. Meteors and
storms
come more often, and the volcano erupts sooner.
Research
Topic Predecessor Cost Sci Lab
Advanced Combat Chassis Rare Ore Processing 2400 12 Adv
While the Lynx has generally been a satisfactory design, it has
proven to have a short life expectancy in combat. Our defenses
require a heavier, more durable combat chassis.
The Panther medium combat chassis, based on the same vehicle
body as
the ConVec and Cargo Truck, is a heavier, better armored
defender
than its predecessor, the Lynx. Although slower than the Lynx,
its
greater durability in combat should improve our defenses.
Allows production of Panthers at the Vehicle Factory.
Automated Diagnostic Examinations
Health Maintenance 1000 8 Std
The increase in our population is straining the capacity of our
Medical Centers. We may be able to increase their capacity by
automating some tasks.
A new type of robotic medical assistant has been developed which
can
perform many routine tasks at the Medical Center, allowing the
staff
to care for more patients.
Increases Medical Center capacity to 75 Colonists.
DIRT Procedural Review
Emergency Response Systems 1800 10 Std
As our colony grows, more and more resources must be invested in
DIRTs to maintain adequate protection. DIRT members have made
several suggestions that may reduce this burden. A review of
methods and procedures is in order.
Using suggestions made by DIRT members, our emergency response
procedures have been improved. Among the improvements are an
additional team member, redesigned power-assist armor, and a new
type of structural breach patch.
Increases DIRT protection capacity to 15 structures; increases
DIRT
Worker requirement to 3.
Dissipating Adhesives None 1600 10 Std
One of our researchers, experimenting during his off-duty hours,
discovered a peculiar substance: a foam that acted as a
powerful
adhesive, but evaporated after a short period of time. This is
such
a fascinating material that we would like to run some
experiments on
it to find potential applications.
StickyFoam is a powerful adhesive foam that evaporates after a
short
period of time. Our experiments to find a use for StickyFoam
were
largely unsuccessful, but we have developed the foam into a non-
destructive weapon system. Enemy vehicles sprayed with
StickyFoam
will be immobilized briefly, allowing our units an opportunity
to
escape or bring up reinforcements.
Makes the StickyFoam weapon available.
Electromagnetic Pulsing
Independent Turret Power Systems 1500 12 Adv
Since the early development of atomic weaponry, scientists have
known about the disruptive effect of the electromagnetic pulse
(EMP)
on electronic circuitry. Our scientists believe they can use
this
knowledge to produce a defensive weapons system.
Electromagnetic pulse (EMP) grenades, fired from Guard Posts or
combat chassis, produce a disruption in the power distribution
circuitry of all vehicles or structures in range. This will
briefly
render the target inoperable.
Makes the EMP weapon available.
Heat Dissipation Systems None 3500 14 Adv
Our Microwave weapon systems generate high levels of heat when
repeatedly fired in combat, requiring a cooling-off period
before
they can be fired again. This delay could be shortened by
adding a
heat dissipation system.
Our new weapons turret heat sinks allow these weapons to be
fired
more quickly. The heat sinks use dichlorodifluoromethane gas as
a
coolant to prevent weapon overheating.
Increases Microwave rate of fire.
Hypnopaedia None 1000 10 Std
As our research projects become more complex, we need to improve
our
methods of training scientists. Hypnopaedia, or sleep-learning,
is
a method we plan to investigate.
Our hypnopaedia project has borne limited fruits. Sleep-
learning is
useful only in reducing the time required for memorization.
This is
helpful in that a large part of our research training requires
knowledge of what types of research are described in our
scientific
databases.
Reduces points required to train Scientists to 4500.
Independent Turret Power Systems
High-Temperature Superconductivity 2000 12 Adv
Our weapons turrets currently feed off the Lynx cool-fusion
power
plant. Because of the other demands on this power system, the
amount of power that is available to the weapon is limited. Our
research project will develop an independent power source for
weapons turrets.
The R-10 cool-fusion power cell, just developed, is a small but
powerful generator designed to fit into the weapons turret on
our
Lynx combat vehicles. This replaces the power feeds from the
Lynx'
own cool-fusion plant, and makes possible other, more powerful
weapons systems.
Increases Microwave concussion and penetration damage to 30
each.
Lava Defenses Vulcanology 1200 12 Adv
Volcanic eruptions continue to pose a substantial danger. We
must
find some way of routing these lava flows away from the colony.
In our search for a way to reduce the threat of volcanic
eruptions,
we have found a material that can, at least temporarily, resist
the
intense heat of a lava flow. This material, sprayed on a wall
built
of heavily-compressed regolith, can delay the approach of lava
to
our structures, giving us more time to evacuate.
Allows Earthworkers to deploy Lava Walls.
Legged Robots Independent Turret Power Systems 2400 14 Std
As we move into areas with rougher terrain, our robotics staff
has
proposed research into robots that use legged locomotion rather
than
wheeled. Robots with legs would be more agile and therefore
less
affected by terrain than our existing vehicles.
Our new 'Arachnid' robotics factory can produce robots that move
on
legs rather than wheels. These smaller Spider vehicles,
incorporating a variant of the R-10 cool-fusion cell developed
to
power weapons turrets, are inexpensive and agile, and can be
used to
repair other vehicles and structures.
Allows production of Arachnid Factory structure kits at the
Structure Factory. Arachnid Factories may build Spiders.
Magnetohydrodynamics Rare Ore Processing 2200 12 Std
For several years now, New Terra's magnetic field has been in a
state of flux. This appears to be a natural process; it is
believed
to have happened a number of times in Earth's past, though not
during recorded history. This is a fascinating opportunity to
study
a rare geologic phenomenon.
Our studies of New Terra's shifting magnetic field have produced
a
serendipitous side benefit. We have discovered a way to harness
the
shifts through electromagnetic induction, producing a
substantial
amount of electrical power.
Allows production of MHD Generator structure kits at the
Structure
Factory.
Public Performance Leisure Studies 800 8 Std
Many of our colonists have been exploring the entertainment
databases brought from Earth during their off-duty hours. Some
have
proposed putting on dramatic presentations, musical concerts,
and
similar entertainments as a method of raising morale.
Unfortunately, we have no facilities in which such events could
be
presented.
This entertainment facility provides sufficient seating for
performances of concerts, plays, poetry readings, and public
meetings.
Allows production of Forum structure kits at the Structure
Factory.
Rare Ore Processing Metallogeny 3000 16 Adv
Since our arrival on New Terra, we have encountered a number of
sites that are rich in rare mineral deposits, but we have had
neither applications which called for Rare Metals nor methods of
processing these Rare Ores. Now, our scientists have a number
of
projects they wish to undertake which would require Rare Metals.
Rare Metals will be a great asset to us. These metals can be
used
in several new research projects.
Allows production of Rare Ore Smelter and Rare Metals Storage
Tanks
structure kits at the Structure Factory. Allows Robo-Miners to
deploy as Rare Ore Mines. Robo-Miner production cost increases
to
700.
Recycler Postprocessing Metals Reclamation 1800 10 Std
The hot-cracking column used in our GORFs successfully reclaims
approximately 50% of the Metals content of materials. We have
some
theories about a secondary process that can recover additional
metals from the remaining slag.
Metals recovered through recycling increased.
Increases Metals recovered through recycling.
Reinforced Vehicle Construction
Rare Ore Processing 1600 12 Std
The Cargo Truck, and some similar vehicles, have shown
themselves to
be all too vulnerable to damage from disasters, explosions, and
attacks. Through the use of new composite alloys incorporating
Rare
Metals, we can increase their durability.
The durability of these vehicles has been improved through a
combination of revised construction and the use of a composite
alloy
incorporating Rare Metals.
Increases Hit Points and changes production costs of ConVecs,
Cargo
Trucks, and Evacuation Transports.
CargoTruck ConVec EvacuationTransport
Hit Points 750 375 280
Common Metals cost 500 1000 650
Rare Metals cost 100 150 100
Robot-Assist Mechanic None 800 6 Std
Our cybernetics experts have proposed a new robot that can be
used
in repairing vehicles.
Robot-Assist Mechanics, installed at the Garage, are capable of
doing most vehicle repairs.
Allows production of Garage structure kits at the Structure
Factory.
Robotic Image Processing None 1600 12 Std
The visual recognition systems of our robotic vehicles have a
limited useful range, partially due to the limitations of the
image
processing software. Some of our programmers have a possible
solution.
Through a combination of improved image processing software and
increased zoom telescoping vision systems, the visual
recognition
range of certain units has been improved.
Improves sight ranges of Light Tower (to 9), Guard Post (to 9),
and
Scout (to 8).
Rocket Propulsion Advanced Combat Chassis
Independent Turret Power Systems 2000 12 Adv
As it begins to appear that the microbe Eden has released will
eventually make New Terra uninhabitable, we must begin looking
for
ways to evacuate the planet. The first step in developing
launch
capabilities is a research project in rocket propulsion.
Our project has prepared the way for the development of a launch
facility. As a side benefit, we have used this technology to
produce a new defensive system, using Rocket Propelled Grenades
(RPGs) to deliver an explosive charge.
Makes the RPG weapon available.
Seismology None 1700 11 Std
Our previous research on the geology of New Terra indicated that
the
planet was not subject to seismic activity; recent events,
however,
have changed the situation. Our planetary sciences database
shows
that seismologists had developed methods of seismic event
prediction
on Earth; some of these techniques may be adaptable to New
Terra.
We have developed equipment to detect certain hydrogeochemical
early
warning signals of seismic events. Among the most reliable
indicators are variations in the concentration of radon and
carbon
dioxide in the molten salts found in deep bore wells or in
fumaroles. These warnings should give us some time to idle
structures in the vicinity of the epicenter, reducing damage to
them.
Gives early warning of seismic events.
************************************************************
Mission Six -
Mission Briefing:
Commander:
Further research from our scientists has brought alarming news.
The
microbe is spreading more rapidly than we originally thought.
Savant projections show that it could consume the entire planet
within our lifetime.
We do not yet have enough understanding of the microbe to stop
it.
The decision has been made to begin construction on a starship.
This will require a massive effort. The records for the
original
starship were destroyed in Eden.
To help our scientists with their efforts we will be sending an
expedition to the nearby crash site of our original starship,
the
Conestoga, which brought our ancestors to New Terra from Earth.
By retrieving key pieces of wreckage we may be able to reverse
engineer vital technologies and begin construction of our new
starship. Recent encounters with Eden have created a new level
of
urgency to our plans as well.
Having started the destruction of our world, we have no doubt
that
Eden is aware of the situation and has reached the same
conclusion
we have. They are clearly concerned with only themselves and
they
are abandoning us to die in this disaster they have created.
We have sent a convoy of Scouts, Cargo Trucks, and armed
escorts,
including Spiders and some EMP Lynx, to the wreckage site. The
Spiders have proven to be a powerful tool in conjunction with
the
EMP weapon.
A Spider can interface with an enemy unit affected by the EMP
and
reprogram it to follow our commands before the vehicle's
computers
are completely initialized. We may be able to capture some of
Eden's units with this technique.
If the useful wreckage pieces have not already been identified,
move
the Scouts within scanning range of all the wreckage sites. As
the
parts are identified your computer display will mark their
locations.
When the components we need are located load them into the Cargo
Trucks and return them to the convoy's starting point.
Be aware of any Eden units in the area. They may be trying to
find
the same technology we are.
See the Specific Objectives list for additional information.
The Map:
Terrain map for Plymouth Mission 6. This is a 128 x 64 map.
Easy Level
Mission Objectives
You must pick up three pieces of wreckage from the Conestoga.
The
pieces are located at 80,43, 38,9, and 21,42. Once acquired,
they
must be returned to the convoy's starting location.
Strategies:
Remember: the goal is to collect the wreckage pieces, not wipe
out
the enemy base. If you can select a route which will avoid
enemy
units, use it rather than opting for confrontation.
Keep your combat units grouped for best effect. If there are
only
one or two enemies try to capture rather than destroy them.
Against
larger groups, use the EMP disable them first, then destroy them
with your Microwave and RPG units. To take out Guard Towers
with
minimum loss, attack them with several EMP and RPG vehicles from
different directions simultaneously. Use EMPs to disable them
and
RPGs to destroy them.
After you have collected all of the wreckage pieces, try to
select a
route which will avoid any remaining enemy forces. Use your
remaining tanks as a rear guard, protecting your Cargo Trucks at
all
costs.
Normal Level
Mission Objectives
You must pick up three pieces of wreckage from the Conestoga.
The
pieces are located at 26,8, 84,53, and 21,42. Once acquired,
they
must be returned to the convoy's starting location.
Strategies:
The Easy level tips apply here, though you may want to split
your
convoy into two groups. Move carefully in small steps, rather
than
ordering a group to move halfway across the map. The faster
Spiders
and Scouts will arrive before the combat units, and the Scouts
and
Spiders are unarmed.
Try to capture a few of Eden's patrolling units to help you out.
Focus on capturing the rear elements of the patrol. If you
attack
the point units (up front) the other units will roll forward and
destroy your Spiders.
Be careful of the Eden convoy that comes out when you pick up
the
wreckage. They will try to pick up any wreckage you have not
yet
loaded and carry it away. If an Eden Cargo Truck does load
wreckage, you may be able to capture it and still finish the
mission.
One strategy is to locate and mark all three wreckage pieces,
then
position a Cargo Truck next to each. Grab all three pieces
almost
simultaneously. You will get attacked by a small group so keep
your
combat units near the Trucks to guard them as you make your way
back
to the starting location.
Two additional points: First, storms come more frequently at
this
level than at Easy. When you hear the warning, check to make
sure
they do not hit your units. Second, you have no ore in storage
on
this mission so you can't repair vehicles
Hard Level
Mission Objectives
You must pick up three pieces of wreckage from the Conestoga.
Once
acquired, they must be returned to the convoy's starting
location.
The pieces may be located at one of these three sets of
locations:
Piece 1 Piece 2 Piece 3
Group I 80,43 38,9 21,42
Group II 26,8 84,53 21,42
Group III 62,2 64,52 26,8
Strategies:
The Hard level has even more storms than the Normal level. In
addition, from time to time Eden Rail Gun Lynx will come out and
focus exclusively on your Cargo Trucks. Don't leave them
unprotected. These Rail Guns are very good candidates for the
EMP/Spider combination.
If the Eden convoy finds up a piece before you do, they will
load it
and leave the map. You must capture it before it exits or you
will
lose.
Research
There is no research available in this Unit Mission.
************************************************************
Mission Seven -
Mission Briefing:
Commander:
We have made no progress in stopping the microbe. Our
biologists
are now simply calling it the "Blight." Our focus must be on
completing our starship and escaping the planet.
Computer projections show that at the current growth rate of the
Blight we will barely be able to complete the research, produce
enough metals, and build the starship in time.
Some of the richest ore deposits on New Terra have either been
infected or are now in extremely dangerous volcanic and seismic
regions. We must move carefully ahead of the Blight and use all
of
the available resources possible to survive.
Instruments indicate the atmosphere on New Terra is continuing
to
thicken and our planetary scientists predict more unusual
disturbances. New Terra, it seems, is beginning to have
weather.
We have constructed a special base with some brave volunteers in
one
of these dangerous areas. This base combines both mining and
research facilities in close proximity to make our space program
progress more efficiently without jeopardizing the rest of our
colony.
We must increase our research results and metals production to
continue our starship program. We should soon be able to begin
sending launch vehicles into orbit and constructing the
starship.
A few ConVecs and other vehicles are all we can risk in this
area.
Use the Spiders and EMP's to capture units and reinforce our own
defenses to conserve the valuable metals we are producing.
Build more vehicles at the Vehicle Factory if you absolutely
need
them, but you must manage without a Structure Factory.
After our last encounter with Eden they must surely suspect our
plans. Based on their reaction so far, they will probably try
to
hinder our efforts. Be prepared for any attacks Eden may launch
on
our base.
Our needs are critical. See the Specific Objectives list for
the
things we must do to complete our starship in time to save our
colony.
The Map:
Terrain map for Plymouth Mission 7. This is a 128 x 64 map.
Easy Level
Mission Objectives
1) You must research: Space Program, and, if not already
researched, Dissipating Adhesives.
2) You must have 10000 units of Common Metals and 7500
units of
Rare Metals in storage.
Strategies:
You start the mission with several loaded ConVecs. Build the
Arachnid Factory as soon as possible, but wait to build the
Guard
Posts until you have prepared positions for them by building
Tubes
to where you want them.
You will be facing attacks from the east, southeast, and
southwest.
Build EMP Lynx and Spiders as soon as possible. Optimally, you
should have at least four EMP Lynx and four Spiders at each
approach
to your base, with a few Stickyfoam and Microwave Lynx as back-
up.
You should be able to capture at least some of the attackers in
each
wave. After capturing an enemy unit, immediately repair it at
your
Garage if necessary. Repair all units as soon as possible after
an
attack. Try to build sufficient replacements so that damaged
units
can be pulled back for repair without jeopardizing your defense.
ESG units are best used in a running defense firing a barage of
mines on the ground in front of advancing enemies, then
retreating
before they come into firing range.
Keep your scientists busy researching all possible topics,
starting
with those pertaining to increasing mine yields.
Start your ore-hauling route between the Common Ore Mine in the
southeast and your Common Ore Smelter as quickly as possible,
using
three of the five Cargo Trucks. Use the other two for a ore-
hauling
route between the Rare Ore Mine in the northeast and the Rare
Ore
Smelter. Use Robo-dozers to clear a double wide path between
the
Mines and their respective Smelters. Building additional Cargo
Trucks will increase the rate of production. It is usually a
good
idea to build a Rare Ore Mine at the center beacon as well. The
mining locations further out are very difficult to defend, and
are
usually more trouble than they are worth.
Normal Level
Mission Objectives
1) You must research: Space Program, and, if not already
researched, Dissipating Adhesives.
2) You must have 10000 units of Common Metals and 10000
units
of Rare Metals in storage.
Strategies:
Capturing units is very important to conserve your metals. Use
the
EMP's and Spiders as often as possible. Spiders are cheaper to
replace than Panthers.
A lot of vortexes will appear, but your Mines should be out of
the
danger area most of the time. Several quakes hit as well. The
biggest threat comes from the volcano on the east side of the
map.
Your Rare Ore Smelter there will be destroyed by lava if you do
not
finish in time. Do not wait until the last minute to mine Rare
Ore.
Deploy a Mine at the beacon in the northeast early and have two
Cargo Trucks hauling ore from it constantly. Bulldoze a road
for
them to travel on as well.
Don't forget to keep doing research. This is Plymouth's chance
to
catch up in the arms race and several good new weapons are
available
for research here, especially the ESG.
Hard Level
Mission Objectives
1) You must research: Space Program, and, if not already
researched, Dissipating Adhesives.
2) You must have 12000 units of Common Metals and 7500
units of
Rare Metals in storage.
Strategies:
The attacks are more frequent and have more units than on the
Normal
level, so focus on capturing enemy Panthers first. Build one or
two
Earthworkers to deploy place short Walls along the approaches to
funnel them to your "kill zones." Use your Garage to repair
anything that gets damaged.
Build a Mine on the Rare Ore Beacon to the west of your base and
bulldoze roads so your trucks can get back and forth quickly.
Research
Topic Predecessor Cost Sci Lab
Advanced Robotic Manipulator Arm
Robot-Assist Mechanic 3200 14 Std
Certain units, such as the ConVec, use manipulator arms to
accomplish complex tasks. Our cybernetic experts have a
proposal
for improving the flexibility and strength of these manipulator
arms.
Several small refinements to the manipulator arms of these
units,
such as reconfigured joints, use of higher tensile strength
metals
in construction, and a software upgrade, add up to a substantial
improvement in the production and repair rates of these units.
Improves ConVec, Earthworker, Robo-Dozer, and Garage
productivity by
25 percent. (Improves structure kit deployment, Tube and Wall
construction, repair, and bulldozing times.)
Arachnid Weaponry None 1800 12 Adv
The speed and low cost of the Spiders has led some of our
Scientists
to suggest that we build a second Arachnid model incorporating a
weapon system.
The Scorpion, armed with a specially-adapted Microwave weapon,
is a
low-cost, high-mobility combat unit. Groups of Scorpions can
quickly overwhelm enemy units.
Allows production of Scorpions at the Arachnid Factory.
Explosive Charges None 1200 10 Std
A simple and inexpensive weapons system could be developed by
placing high explosive charges into a weapons turret. Although
the
vehicle would be destroyed by the detonation, the size of the
charge
could quickly incapacitate several enemy units at once.
The Starflare turret is a large trinitrotoluene (TNT) bomb,
which
may be placed on the Lynx or Panther combat chassis, or
installed
into a Guard Post. This high-explosive will damage all units
within
range.
Makes the Starflare weapon available.
Forum Reconfiguration Public Performance 600 10 Std
Demand for seating at our Forum events is running very high. A
reconfiguration of the seating at the Forum would allow us to
accommodate more colonists.
By redesigning the seats, reconfiguring the seating arrangement,
and
changing the shape of the stage, we can now accommodate more
people
at each Forum event.
Increases Forum capacity to 100 Colonists.
Hot-Cracking Column Efficiency None 1400 14 Std
Smelters and GORFs are dependent on hot cracking columns to
separate
the Metal content of Ores or rubble. This equipment has a very
high
Power demand. We believe that we may be able to apply our high-
temperature superconductive material to some elements of this
system
and reduce the Power demand.
Common Ore Smelter, Rare Ore Smelter, and GORF Power
requirements
reduced.
Reduces Common Ore Smelter, Rare Ore Smelter, and GORF Power
requirements to 40 units each.
Meteorology None 1600 12 Std
Although there have always been electrical discharges in the New
Terran atmosphere, the atmosphere's low pressure caused these
discharges to be manifested as sudden glows, rather than
lightning
strikes as on Earth. Now, with the thickening of the
atmosphere,
dangerous lightning is becoming more of a danger. We need to
study
these strikes so that we can predict their occurrence and take
precautions.
We now understand the atmospheric conditions that lead to
filimentous, or arc, lightning discharges in the New Terran
atmosphere, and can predict their occurrence. On Earth,
collisions
between water particles of varying sizes caused the build-up of
an
electrical charge in the atmosphere. Negatively-charged
particles
in storm clouds were attracted to the positively-charged ground.
The process is similar on New Terra, except that instead of
water
particles colliding, we have dust particles colliding.
Gives early warning of electrical storms.
Multiple Mine Projectile System None 1800 12 Std
A young Scientist interning at a Standard Lab before our last
evacuation, read in the historical database about an interesting
weapons system used on Earth. The weapon launched a projectile
that
split into several smaller weapons upon impact. We believe we
could
develop such a defensive system.
Our new ESG weapons launch a single projectile, but on impact it
splits into several small mines that are scattered around the
impact
location. These mines release an electrostatic discharge at the
first enemy unit that approaches them.
Makes the ESG weapon available.
Rare Ore Extraction None 4000 16 Adv
Our Rare Ore mining facilities have had only moderate success at
finding the best methods of extracting higher grades of Rare
Ore.
Several proposals have been put forward to improve our
efficiency.
Our project has met with limited success. We have developed two
new
processes that determine the Rare Metal content of certain
gangue
materials, such as quartz, and eliminate specimens containing
only
trace amounts of Metal.
Increases Rare Ore Mine yield by 20 percent.
Scout-class Drive Train Refit None 1800 12 Std
The Scout, and some similar vehicles, use the G-75 drive train.
We
have discovered a design flaw in the G-75 that impairs its
efficiency. This project would redesign the G-75 to make it
more
effective.
The G-75 drive train used in these three vehicles has been
replaced
by the G-80 model, which improved vehicle speed through a more
efficient transfer of energy from the power plant to the wheels.
Improves Scout, Robo-Surveyor, and Lynx speeds.
Smelter Postprocessing Recycler Postprocessing 4000 16 Adv
The chemical postprocessing technique we developed for improving
metals reclamation at the GORF may be adaptable for use at our
Common Ore and Rare Ore Smelters.
We have successfully adapted the chemical postprocessing
treatment
used at the GORF to improve the yield of our Smelters.
Increases Common Ore Smelter and Rare Ore Smelter production.
Metals produced from a truckload of ore will be 20 percent
higher
than the Yield listed in the Cargo Truck's status display.
Space Program None 4000 14 Adv
With the discovery that the Blight cannot be stopped, and that
New
Terra will eventually become uninhabitable, it becomes
imperative
that we develop a space launch facility as the first step in our
evacuation of New Terra.
Our space program is underway. As an initial cargo, we have
developed the Early Disaster Warning and Resource Detection
(EDWARD)
satellite.
Allows production of Spaceport structure kits at the Structure
Factory. Spaceports may build Single-Use Launch Vehicles
(SULVs)
and the EDWARD Satellite.
***********************************************************
Mission Eight -
Mission Briefing:
Commander:
The attack on our research base has shown that remote bases will
be
difficult to defend. A centralized colony will not stretch our
defensive resources across too large an area. We have
established a
new location based on this strategy.
Further analysis of the Blight has confirmed our deepest fears.
It
cannot be stopped.
New Terra is doomed.
To survive we must once again take to the stars. The
construction
of our starship has become our highest priority. We must build
a
Spaceport and launch our Skydock to begin construction in orbit.
This effort will require large quantities of metals. Our new
location is near several potential mining sites that will help
in
this effort.
We believe we can carry about 200 colonists on the starship.
Leaving people behind would be another avoidable tragedy for our
colony, so be careful managing our population growth. Idle the
Nursery and University as needed to slow down the birth rate.
We cannot absorb any delays in our starship construction. The
Blight is spreading at an increasing rate. We have no margin
for
error. Do not let any threats from Eden hamper our efforts. Be
prepared to defend our base against any incursions.
Our schedule is difficult and our needs are great. Check the
Specific Objectives list to see what must be accomplished to
survive.
The Map
Terrain map for Plymouth Mission 8. This map is huge.
Easy Level
Mission Objectives
1) You must have a minimum population of 60 Children, 42
Workers, and 23 Scientists.
2) You must research these topics, if not previously
completed:
Advanced Vehicle Power Plant, Explosive Charges,
Reinforced
Vehicle Construction. You must also research Dual-
Turret
Weapons Systems*.
3) You must build an Arachnid Factory and a Spaceport.
4) You must build and launch these starship components:
Skydock*, Ion Drive Module*, Fusion Drive Module*,
Fueling
Systems*.
5) You must have at least 8000 units of Common Metals, 3000
units of Food, and 4000 units of Rare Metals in storage.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least four EMP Lynx, three Panthers,
three
Tigers*, and three Spiders.
Objectives marked with an asterisk (*) are added during the
course
of the mission as other objectives are achieved.
Strategies:
The primary challenge in this mission is keeping Morale high
while
you deal with all of the other colony management and fend off
numerous attacks from Eden. Make sure you have enough
Residences,
Recreation Facilities, Medical Centers, etc. to keep your people
happy. Research disaster warning topics (Seismology,
Meteorolgy,
Severe Storms, etc.) as soon as possible if you have not done so
already. Use the warning information to avoid storm and
earthquake
damage by moving vehicles away from trouble spots, and idling
buildings in the path of storms. As always, try to repair any
damaged structures as quickly as possible. Having multiple
Spiders
in your base makes this fairly easy.
Build the Agridome kit at the Structure Factory immediately,
followed by the Residence kit and the Tokamak kit. Build
another
Residence kit and deploy it. Try to keep ahead of the demand
for
Residences and Agridomes.
Start ore-hauling routes between the Common Ore Mine to the
north of
the base and your Common Ore Smelter using five Cargo Trucks,
and
between the Rare Ore Smelter and the Rare Ore Mine to the east
of
its location using two Trucks.. Survey and build a Mine at the
beacon due south of the base. If necessary, build a second
Common
Ore Smelter directly above the southern Mine, connected by Tube
to
the Vehicle Factory. This will let you use two Trucks to supply
you
with all the Common Ore you need. You can then switch three
Trucks
from the first Common Ore route to the Rare Ore route. You can
also
build a Rare Ore Mine and Smelter at the location just outside
the
southeastern base entrance, but you will need a larger defensive
force to protect it.
You will be facing attacks from the north and the west. Build
EMP
Lynx and Spiders as quickly as possible and connect your
Microwave
and RPG Guard Posts to the base with Tubes immediately. It is
worth
building a few RPG and EMP guard towers at the northwest
entrance to
the base area. You can defend from the attacks from the west by
assembling a force of tanks just below the mining beacon outside
the
southeast base entrance. Watch out for storms and vortexes in
that
area, and earthquakes in the northwest. Attacks from the North
give
you little warning, so keep a close eye on that area.
Normal Level
Mission Objectives
1) You must have a minimum population of 60 Children, 42
Workers, and 23 Scientists.
2) You must research these topics, if not previously
completed:
Advanced Vehicle Power Plant, Explosive Charges,
Reinforced
Vehicle Construction. You must also research Dual-
Turret
Weapons Systems*.
3) You must build and launch these starship components:
Skydock, Ion Drive Module, and either the Fusion Drive
Module OR the Fueling Systems.
4) You must have at least 10000 units of Common Metals,
4000
units of Food, and 7500 units of Rare Metals in storage.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least six Lynx (at least one with
StickyFoam), five Panthers (at least one with RPG), and
five
Tigers*.
Objectives marked with an asterisk (*) are added during the
course
of the mission as other objectives are achieved.
Strategies:
Many of the strategies from the Easy level will work for the
Normal
as well. More vortexes and storms will show up and the attacks
will
be stronger and more frequent. You will also have several small
meteors falling in random locations; if they hit a building they
will only do minor damage.
Getting the buildings up to keep your morale up early is
important
as well as continuing to do as much research as you can. If you
have extra time and enough ore launch an EDWARD satellite to
give
you more warnings on the disasters.
The vortexes show up to the south of your base and shouldn't be
much
threat to your buildings but keep an eye on any vehicles in that
direction, especially trucks on ore hauling routes.
To defend your base, you should use plenty of EMPs and Spiders,
conserving your metals by capturing enemy units. However, ESG
Lynx
are a worthwhile investment. Their speed is good, particularly
if
you do the Scout-class Drive Train Refit research, and they can
damage many vehicles at once. On the other hand, the ESG
turrets
use Rare Metals, so be careful about how many you build.
The microbe will approach around time mark 540 as daylight
approaches. Be ready to go before then.
Hard Level
Mission Objectives
1) You must have a minimum population of 60 Children, 42
Workers, and 23 Scientists.
2) You must research these topics, if not previously
completed:
Explosive Charges.
3) You must build and launch these starship components:
Skydock, Ion Drive Module, and either the Fusion Drive
Module OR the Fueling Systems.
4) You must have at least 10000 units of Common Metals,
4000
units of Food, and 8000 units of Rare Metals in storage.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least eight Lynx (at least one with
StickyFoam), six Panthers (at least one with RPG), and
six
Tigers.
Strategies:
At the Hard level, this is a particularly difficult mission. The
frequent attacks, increasing in intensity over time, as well as
the
locations of the mines and the number of disasters make this
very
challenging.
In addition to the tactics listed above, one of the best
defenses is
a good offense. Use the ESG Lynx to block drop mines in front
of
approaching groups and then back it up and drop another round,
back
it up, etc. Build short walls to funnel the incoming units your
kill zones, but do not make the walls too long, or the enemy
will
shoot through them. Walls are good for slowing vehicles down
but
will not stop them completely in most cases.
Build Tubes out to the two entryways into your base above the
desert
valley and have your RPG Guard Posts hooked up to them. Use the
"group repair" for Spiders to keep these Guard Posts in good
condition.
Make sure you bulldoze roads to the mines as well. Trying to
defend
the mines in the lower left can be very difficult because of the
distances involved, so using the EMP/Spider combination is
crucial
here.
Research
Topic Predecessor Cost Sci Lab
Arachnid Durability Arachnid Weaponry 1800 14 Adv
Our Arachnid units, while very useful, are too easily destroyed.
This project seeks to increase the survivability of the
Arachnids
while maintaining their speed and low cost.
Our metallurgical staff has devised a lightweight steel alloy,
which
we are now using in the joint assemblies of our Arachnids. This
leg
reinforcement, as well as certain structural modifications to
the
bodies of the Arachnids, has produced a substantial increase in
the
durability of these units.
Increases Spider Hit Points to 125 and Scorpion Hit Points to
150.
Disaster-Resistant Housing
Environmental Psychology 600 12 Std
The increasing frequency and strength of the seismic events and
atmospheric disturbances are making our Residence structures
dangerous places to be. This project will seek to alter the
design
of the Residence to make it more able to withstand these
dangers.
Rather than alter the existing Residence plan, we have designed
a
new Reinforced Residence, capable of withstanding more serious
disaster. The original Residence structure is still available,
at
lower cost, for use in areas deemed to be less prone to seismic
activity.
Allows production of Reinforced Residence structure kits at the
Structure Factory.
Dual-Turret Weapons Systems None 4500 18 Adv
One of our research Scientists has proposed doubling the rate of
fire of our combat units by installing a dual weapons turret.
This
may be just the decisive advantage we need to end this
destructive
conflict.
The dual-turret weapons systems are capable of twice the
effective
rate-of-fire of their single-turret predecessors, but duplicate
only
70% of the components, sharing certain support systems. Due to
their size, they can only be mounted on the Tiger heavy combat
chassis, a tracked vehicle based on the Earthworker and Robo-
Dozer
designs.
Allows production of Tigers at the Vehicle Factory.
Efficiency Engineering None 4000 18 Std
All of our factories use a similar assembly-line method of
production. Some of our factory workers, reading through the
databases of industrial engineering techniques from Earth, have
proposed a study of our factories, to look for possible
increases in
manufacturing efficiency.
Using time-and-motion analysis of the various production
facilities,
our researchers developed several new tools and techniques that
reduced the production time of all products by 25%.
Reduces production time at Android Factory, Spaceport, Structure
Factory, and Vehicle Factory by 25 percent.
Enhanced Defensive Fortifications None 1800 12 Std
With tensions increasing between the two colonies, we must make
our
defenses as strong as possible, especially as we begin
development
of our starship.
The armor applied to our Guard Posts is now equal to that
protecting
our most vital structures.
Upgrades Guard Post armor to Heavy.
Fueling Systems Ion Drive Module 3500 14 Adv
Portions of a severely-damaged spacecraft were among the
wreckage
found at the Conestoga crash site. The ship was known to have
carried an emergency refueling unit, designed to scoop hydrogen
from
the atmosphere of gas giants similar to Jupiter. Should New
Terra
have been found to be uninhabitable, this "Fuel Shark" would
have
been able to refuel the Conestoga for travel to another star.
The Fueling Systems consist of storage tanks for liquid mercury,
used to fuel the Ion Drive, and the Fuel Shark, an autonomous
ramscoop vehicle that dives into the outer layers of the
planet's
atmosphere to gather hydrogen fuel for the Fusion Drive. The
Fuel
Shark will substantially reduce the number of launches necessary
to
prepare the starship for flight.
Allows production of the Fueling Systems at the Spaceport.
Fusion Drive Module Ion Drive Module 3500 14 Adv
Some of the wreckage recovered from the starship crash site
appears
to be part of a fusion motor propulsion system. Further
examination
of the wreckage will allow us to re-build such a system.
Our fusion propulsion system plans are complete. The Fusion
Drive
Module contains both the fusion motor, used for high-
acceleration
in-system maneuvering, and the tanks which store the hydrogen
fuel
used in this motor. Once we have reached interstellar space,
this
fusion motor will provide power to the Ion Drive.
Allows production of the Fusion Drive Module at the Spaceport.
High-Powered Explosives Explosive Charges 1800 12 Std
The proven effectiveness of the Starflare weapon has led our
scientists to propose a more powerful version. We have several
formulas for chemical explosives more powerful than
trinitrotoluene,
but testing is required to determine which is most suitable for
use
as a reliable weapon.
A new explosive material, pentaerythritol tetranitrate (PETN),
has
been developed. PETN is about 1.6 times as powerful as the
material
used in our Starflare weapons. Our RPG weapons systems have
been
upgraded to use PETN.
Makes the Supernova weapon available. Increases RPG concussion
damage to 100 and penetration damage to 45.
Ion Drive Module Skydock 3500 14 Adv
The ion motor used in the Conestoga was a low-thrust/long-
duration
system activated once the ship reached interstellar space. The
Ion
Drive Module contains this interstellar drive as well as
supplemental ion and chemical guidance thrusters to be attached
to
the starship.
While the main drive of the Conestoga was a less capable fusion
drive, it appears that an improved ion propulsion system was
developed shortly before launch and used in some thruster
systems.
The remains of one of these thrusters has been recovered from
the
Conestoga crash site. Reverse-engineering this thruster will be
a
substantial step in developing our evacuation starship.
Allows production of the Ion Drive Module at the Spaceport.
Multitainment Console Upgrade Leisure Studies 500 10 Std
The demands on our Recreation Facilities have grown even as our
colony has grown. This project hopes to ease the situation by
improving the multitainment consoles so many of our colonists
use
during their off-duty hours.
Our improved Multitainment Consoles are smaller and less
expensive,
while maintaining their high performance level. The number of
units
included in the Recreation Facility design has been increased,
allowing the facility to serve more colonists.
Increases Recreation Facility capacity to 60 Colonists.
Reduced Foam Evaporation Dissipating Adhesives 1800 12 Std
Although the immobilizing effect of StickyFoam is very useful,
its
evaporation rate is inconveniently short. We propose to slow
the
evaporation rate of the Foam by introducing certain chemical
stabilizing elements.
We have added stabilizers and thickeners to our StickyFoam
formula
that causes the Foam to evaporate more slowly, without losing
its
adhesiveness.
Increases StickyFoam duration by 50 percent.
Reinforced Panther Construction
Reinforced Vehicle Construction 1800 10 Adv
The composite alloy developed in our Reinforced Vehicle
Construction
project may be beneficial for our Panther combat chassis as
well.
A redesign of the Panther using a new composite alloy has
increased
the durability of this combat chassis.
Increases Panther Hit Points to 700. Changes production costs
to
300 Common Metals, 150 Rare Metals.
Scorpion Power Systems Arachnid Weaponry 1800 14 Adv
The weapons on the Scorpion are just not powerful enough. We
believe we can increase the amount of damage they do by
improving
the Scorpion's power system.
By installing a slightly larger power system in the Scorpion, we
have increased its combat effectiveness substantially.
Increases Scorpion penetration damage to 30.
Severe Atmospheric Disturbances Meteorology 1600 12 Std
The vortexes we have been experiencing are a new phenomenon on
New
Terra; we must study these severe storms to determine how they
are
caused and how to predict them.
The vortexes start in a manner similar to the 'dust-devils'
common
on Earth and Mars. Ground-level air, heated by sunlight, rises.
Cooler air rushes into the area that the warmer air has left,
but
from there, the spinning column of air is enhanced and focused
by a
yet-unknown process which may be electromagnetic in nature.
While
our understanding is limited, we can now forecast conditions
that
will lead to their formation, and have developed technologies
for
early detection.
Gives early warning of vortexes.
Skydock None 3500 14 Adv
We must begin construction of an evacuation starship as soon as
possible. The first step is an orbital station from which we
can
start deploying components of the ship.
Our Skydock will function as an orbital command post. In
addition
to docking facilities for our launch vehicles ferrying
components
and technicians, it serves as a command and control facility for
construction of our evacuation starship.
Allows production of the Skydock at the Spaceport.
Spider Maintenance Software Revision
Legged Robots 1600 10 Std
Bugs in the software controlling our Spiders' repair function
are
impairing its ability to make repairs on structures and
vehicles.
Although the Spiders are adequately performing this function, we
believe we can make some improvements.
Spider Maintenance Software version 1.32 has been installed in
all
Spider units, fixing some inadequacies in the damage diagnostics
and
repair procedures routines.
Improves Spider repair rate 25 percent.
*************************************************************
Mission Nine -
Mission Briefing:
Commander:
Our situation is desperate. We simply do not have enough
expertise
in the sciences for building our starship.
Any effort we can make to acquire further knowledge in the field
is
warranted. A second Conestoga wreckage site, located in the
Tsiolkovsky Hills, may yield data we need.
If necessary, scan all the wreckage sites with a Scout and then
load
any valuable pieces in Cargo Trucks.
Beware of Eden units in the area. Do not let them salvage any
parts
of the wreckage. If they do, use the EMP and Spider combination
to
capture the Truck carrying the wreckage before Eden can retreat
with
it.
Return all of the needed parts to the convoy's starting
location.
The Specific Objectives list may have other useful
information.
The Map
Terrain map for Plymouth Mission 9. This is a 128 x 128 map.
Easy Level
Mission Objectives
You must pick up four pieces of wreckage from the Conestoga. The
pieces are located at 77,118, 105,7, 49,53, and 26,28. Once
acquired, they must be returned to the convoy's starting
location.
Strategies:
This mission is similar to mission six, but the enemy units are
more
aggressive, and after you have retrieved three of the wreckage
pieces, they will send out a well armed expedition for the
fourth.
One effective strategy is to split your units, with the main
group
retrieving the northern wreckage pieces, while a smaller force
with
one Cargo Truck waits at the site of the southern piece. After
all
three northern pieces have been picked up, the larger force
guards
the returning Trucks, while the southern force picks up the last
piece and returns it to the entry point.
Normal Level
Mission Objectives
You must pick up four pieces of wreckage from the Conestoga.
Once
acquired, they must be returned to the convoy's starting
location.
Each piece is randomly placed in one of several possible
locations.
Piece Possible Locations
I 123,33-100,45-86,78-81,98-107,107-103,117-79,101-86,115
II 43,124-46,84-49,75-42,91-70,75-95,38-93,38-89,34
III 77,19-59,14-105,7-35,13-16,2-68,5-7,13-36,30-59,53-38,49-
23,34-25,31
IV 15,123-16,112-16,101-18,99
Strategies:
Be aware of the natural disasters that can come in and threaten
your
convoy. If you destroy too many enemy units they will get
reinforcements. Some of those will target your Scouts and Cargo
Trucks so be careful about antagonizing them. You are after the
wreckage, not a big fight.
Use the few Spiders you have carefully. Remember that without
metals, and you have none in this mission, they cannot repair
your
units. If you lose an empty truck, capture one of Eden's, if
you
still have Spiders and EMPs.
Mark all the pieces before you pick them up and protect your
Trucks
once you do pick them up. When you pick up the last piece, an
ambush convoy comes out and goes after your Trucks. Be ready.
After you pick up the third piece, an Eden convoy will try to
carry
off the last piece. If you have not already found it, this is a
useful way to find the last piece, but you will have to capture
the
truck with the wreckage before it leaves the screen. Be careful
not
to destroy the truck or you will lose the mission.
Hard Level
Mission Objectives
You must pick up four pieces of wreckage from the Conestoga.
Once
acquired, they must be returned to the convoy's starting
location.
Each piece is randomly placed in one of several possible
locations.
Piece Possible Locations
I 123,33-100,45-86,78-81,98-107,107-103,117-79,103-86,115
II 43,124-46,84-49,75-42,91-70,75-95,38-93,38-89,34
III 77,19-59,14-105,7-35,13-16,2-68,5-7,13-36,30-59,53-
38,49-23,34-25,31
IV 15,123-16,112-16,101-18,99
Strategies:
Similar to NORMAL, but a little tougher base layout. The
mission is
also at night so it will be harder to find all the pieces. Keep
your long range firepower together (the RPG units) as a group
and
take out the Guard Posts so your Scouts can drive through
without
getting hit.
Stickyfoam is useful to hit empty Cargo Trucks that you can then
easily EMP and capture as well in case you lose your Trucks.
Research
There is no research available in this Unit Mission.
************************************************************
Mission Ten -
Mission Briefing:
Commander:
Our recent expedition to recover wreckage parts was very
successful.
But it is still not enough.
Computer projections show very clearly that our current rate of
production is not fast enough compared to the spreading rate of
the
Blight.
Eden's continued assaults are a clear sign of their refusal to
negotiate a settlement. Our Council has developed a plan out of
our
desperation. One of our scientists has suggested we may be able
to
find some "help" in Eden.
We will send in a small raiding party to Eden's base under cover
of
darkness. Take the Cargo Trucks to their Spaceport and park
them
alongside the Spaceport to procure any parts of the starship
that
may be in storage.
Take the specially modified Evacuation Transports and "persuade"
the
scientists working on Eden's starship to join our efforts. They
are
located at two separate Advanced Labs.
Our information source has given us some idea about where they
might
be, but we may have to search for the Labs once we are there.
Move the Evacuation Transports next to the side of the Labs to
bring
the scientists out. Then return the loaded Cargo Trucks and the
Evacuation Transports to the convoy's starting location.
Without these scientists our prospects are bleak. We must
succeed.
The Specific Objectives list has any other information we know
at
this point.
The Map
Terrain map for Plymouth Mission 10. This is a 128 x 128 map.
Easy Level
Mission Objectives
You must capture two groups of Scientists (from two different
Advanced Labs), and two starship components (from the
Spaceport).
Once acquired, they must be returned to the convoy's starting
location.
Strategies:
While this mission professes limited objectives, good results
can be
obtained by using all of your forces as an attacking group and
flattening the entire base one section at a time. Start by
taking
out the EMP Guard Posts on the southern entrance of the western
wall. Capture several of the ore-hauling Cargo Trucks that pass
through that gate. Use the ESG mines to create a kill zone in
the
entry way, and use a captured Truck as bait. When the defenders
chase it, attack them with EMP and RPG units. You should have
enough force available to take out or capture all of the main
defense force. After the enemy units have been eliminated,
destroy
the Vehicle Factory and Garages just inside the entryways then
proceed to destroy every Factory, Guard Post, and Power source
you
can reach. Work systematically west to east. Do not waste time
destroying Agridomes, Residences, Universities, etc., just
destroy
their capability to make combat units and Guard Posts. After
all
Power facilities have been destroyed (including Command
Centers),
the Guard Posts are Disabled.
Once you pick up the starship components and Scientists, you
will
have to deal with attacks from units Eden had sent out to guard
Mines. Make sure you have an adequate rear guard to deal with
these
attacks from stragglers.
An effective way to deal with Guard Posts is a multiple unit
attack
from several directions with RPG's and EMP's. Captured enemy
Trucks
can make effective decoy targets to allow your combat units to
approach without damage.
You will face a final defensive assault after you have "rescued"
the
second group of scientists. Watch for it and be ready.
Normal Level
Mission Objectives
You must capture two groups of Scientists (from two different
Advanced Labs), and two starship components (from the
Spaceport).
Once acquired, they must be returned to the convoy's starting
location.
Strategies:
The Eden base in the Normal has many more units and tougher
Guard
Posts in places. Watch for convoys that leave the central base
in
the middle and drive towards the Mines on the outskirts. There
are
a lot of EMP and Rail Gun Panthers that can be usefully
captured, as
well as some Trucks that you can use as bait.
The mission is winnable in several ways - you can approach the
base
from either the upper left corner or lower right corner, or even
straight through the front door. You can blast holes in the
walls
to go through but once a hole is open anybody can go through
it...
your units or the enemy's.
The key to success is to destroy the Vehicle Factories and
Garages.
If you pick up the starship parts and scientists with these
structures still intact you will get swarmed.
The computer base does not cheat... it has to follow the same
rules
as you do. It can have only six vehicles in a Garage and it has
to
have enough Power and Metals to produce things as well. If you
can
knock those out it will hamper the defenses of the base.
Keep in mind that the Rail Gun is a line-of-sight weapon, but
the
EMP and RPG are not. If you can get the Rail Gun Tigers on the
opposite side of walls or structures from your RPGs you can
still
pummel them without them being able to return fire.
Hard Level
Mission Objectives
You must capture two groups of Scientists (from two different
Advanced Labs), and two starship components (from the
Spaceport).
Once acquired, they must be returned to the convoy's starting
location.
Strategies:
The enemy in the Hard level will not just wait for you to walk
in.
If you delay for too long Eden will send an attack group out to
focus on your Cargo Trucks and Evacuation Transports.
The Thor's Hammer weapon can reach over walls (it is not a line-
of-
sight weapon) so give those units a wide berth.
Knocking out some buildings will break the connection with the
Command Center and lower the damage that Guard Posts armed with
Lasers, Rail Guns, Thor's Hammer or Acid Cloud will do.
You do not have to destroy all of the Garages and Factories
before
you pick up the last load of Scientists, but be ready to make a
rapid exit. Keep enough units between the enemy units and the
slow
Evacuation Transports to protect them while they get back to the
starting point but be ready for a group of Eden units that just
heads right for the rendezvous point and waits for you.
Research
There is no research available in this Unit Mission.
************************************************************
Mission Eleven -
Mission Briefing:
Commander:
Our Eden "guests" have been convinced to contribute their
efforts to
our cause.
Still, it may not be enough. Our Council has made an offer to
Eden
to exchange our Gene Bank for more of their starship technology.
They have not replied.
Information from the Eden scientists indicates that New Terra
does
not have enough uncontaminated resources left to complete two
starships.
We expect Eden to make a rescue attempt or perhaps attempt to
steal
our Gene Bank and halt our starship progress. These assets must
be
protected.
We must also launch more starship components into orbit and
protect
our Labs and Spaceport. Our latest weapons system, inspired by
a
chapter of Earth history, may help our defenses against Eden's
advanced weaponry.
These new weapons are powerful self-destruct turrets. They will
destroy any lightly armored units near them and do great damage
to
even heavily armored units.
But obviously they can only be used one time for each unit. A
high
return for a high price.
New defensive weapons projects have been proposed by our
scientists
as well. Explore as many of these as you can while balancing
the
other needs of the colony.
Our starship program must stay on schedule. Consult the
Specific
Objectives list for what we must do to survive.
The Map
Terrain map for Plymouth Mission 11. This is a 128 x 128 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 80 Children, 48
Workers, and 32 Scientists.
2) You must research these topics: Rocket Atmospheric Re-
entry
System, High-Powered Explosives.
3) You must build and launch these starship components:
Command Module, Habitat Ring, Stasis Systems.
4) You must have at least 10000 units of Common Metals,
4000
units of Food, and 7500 units of Rare Metals in storage.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least eight Lynx, six Panthers, and
four
Tigers.
Strategies:
This mission will require you to mine lots of ore, complete a
large
amount of research, and defend against very determined
adversaries.
Start by using all available Cargo Trucks on an ore-hauling
route
between the Common Ore Mine to the north of the base and the
Common
Ore Smelter. It is a good idea to build a second Command
Center,
Common Ore Smelter and Rare Ore Smelter near the Mines on the
southern side of the map. The southernmost beacon is a Common
Ore
Mine. Build a Smelter just above it, with the Command Center
immediately above the Smelter. Place the Rare Ore Smelter just
above and west of the Rare Ore Mine, and connect it to the new
Command Center with Tubes. Establishing this second base will
require a convoy with 3 ConVecs, 4 Cargo Trucks, a Robo-
Surveyor,
two Robo-miners, and about 10 Lynx for defense.
You will be facing attacks from the northern and southern edges
of
the map. Build as many combat units as possible. A combination
of
EMP Tigers and Spiders will allow you to capture many or most of
the
attacking units. Use EMP Lynx and RPG Tigers and Lynx to take
out
any that get past the initial defensive lines. Using captured
units
for defense allows more resources to be used for the other
objectives. Build a line of Guard Posts up the southeastern
edge of
your base, and connect them with Tubes to maximize their
effectiveness. EMPs, RPGs and ESGs in combination seem to be
able
to stop most attacks. Make sure to repair any damaged Guard
Posts
after each attack.
Normal Level
Mission Objectives
1) You must have a minimum population of 80 Children, 48
Workers, and 32 Scientists.
2) You must research these topics: Rocket Atmospheric Re-
entry
System, High-Powered Explosives.
3) You must build and launch at least three starship
components.
4) You must have at least 10000 units of Common Metals,
4000
units of Food, and 10000 units of Rare Metals in
storage.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least ten Lynx, eight Panthers, and six
Tigers.
Strategies:
For the Normal level, success can be found in starting a remote
mining base in the northeast corner of the map. While it is
initially a long trip up there, the high yield mines make it
worthwhile. Build a Command Center and both kinds of Smelter
there,
and then deploy Guard Posts connected with Tubes to defend
against
attacks.
Early on you should try to build many EMPs and Spiders,
especially
EMP Tigers which can fire twice as often as Lynx and Panther
turrets. If you can capture Acid Cloud and Thor's Hammer units,
you
will be much more able to defend against the large waves later.
Use
groups of Spiders to make field repairs during battle.
Some attacks will come from the south, with Eden units that come
out
of the dark with their lights off. A Light Tower or a Scout is
very
useful to give you some advanced warning.
Numerous vortexes show up - make sure to move any vehicles out
of
the way. Several meteors will hit your base as well. Repair
this
damage quickly. The lava will eventually erupt and flow partway
down to your base, covering some of the buildings on the lava
flow.
You should, however, be able to finish before that happens.
At about time mark 900 a very large wave of enemies will attack
from
two directions. This will be very hard to defend against, so
your
best bet is to try to finish before then. If you cannot, try to
have plenty of ESGs to handle the large waves and be ready for
units
coming in very close to your base to the north.
If your population is getting too large, you can Idle the
Nursery
and University for a short time, but do not forget them. If the
population drops quickly, you may not have time to make it up
later.
Hard Level
Mission Objectives
1) You must have a minimum population of 80 Children, 48
Workers, and 32 Scientists.
2) You must research these topics: Rocket Atmospheric Re-
entry
System, High-Powered Explosives.
3) You must build and launch at least three starship
components.
4) You must have at least 10000 units of Common Metals,
4000
units of Food, and 10000 units of Rare Metals in
storage.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least ten Lynx, eight Panthers, and
seven
Tigers.
Strategies:
Most of the tactics listed above work well at the Hard level.
The
attack waves from the north are very tough, so try to build and
defend small base near the beacon in the southeast. The enemy
will
attack your mines and since they are so far away they are hard
to
defend.
For the first several waves try to capture as many units as
possible. Later on when you have met most of your mission
objectives and you are just launching starship parts and
collecting
ore go ahead and work on just destroying many of the incoming
waves
to protect your base.
If the last thing you have to do is meet the Metals
requirements,
keep a GORF Active and recycle buildings.
Research
Topic Predecessor Cost Sci Lab
Advanced Armoring Systems None 3600 16 Adv
The technologies developed by our space program have some
spinoff
applications on New Terra. One of these is an improvement to
the
armor systems we use on some of our vehicles.
Materials research done as part of our space program has
resulted in
an alloy well suited for use in combat vehicle armor.
Upgrades armor of Lynx (to Medium) and Panther (to Heavy).
Command Module None 3500 14 Adv
Wreckage from the second Conestoga crash site included a
remarkably
intact section of the ship's command deck. This will speed our
development of the command and control systems of the ship.
Several dozen Savant computer systems, working in parallel, make
up
the core of the Command Module. This is the most sophisticated
computer system we have ever devised, capable of guidance
control,
power direction, and self-maintenance, without human
intervention,
for decades.
Allows production of the Command Module at the Spaceport.
Extended-Range Projectile Launcher
Multiple Mine Projectile System 4500 14 Adv
Our after-action equipment performance reports show a weakness
in
the launch mechanism used in our EMP, ESG, and StickyFoam
weapons
turrets. Though this weakness does not cause an equipment
failure,
our engineers would like to revisit the design of this launcher.
The redesigned launch mechanism used in both of these weapons
has
lengthened the maximum range of these weapons.
Increases range of EMP (to 7), StickyFoam (to 6), and ESG (to
6).
Grenade Loading Mechanism
Extended-Range Projectile Launcher 3800 16 Adv
Tests of the reloading mechanism in our grenade launching
weapons
have revealed some potential areas of improvement.
The hydraulic grenade loading mechanism used in some of our
weapons
turrets had been designed to handle ammunition that was much
less
shock-resistant that those we currently have in use. Increasing
the
'rattle' tolerances of the system allows for a faster loading
system.
Improves EMP and ESG rate of fire.
Habitat Ring None 3500 14 Adv
Two of the recovered fragments of the Conestoga are from the
hull of
the habitat ring. They contain large superconductive magnetic
coils, which appear to be a kind of radiation shielding system.
Before and after our interstellar flight, our colonists will
live in
the Habitat Ring. These temporary quarters are shielded from
radiation and small particle collisions by a magnetic field
generated by superconductive coils built into the hull.
Allows production of the Habitat Ring at the Spaceport.
Meteor Detection None 1700 11 Std
After the recent meteorite impacts, our observations have found
that
more are to come. New Terra is entering a field of debris,
probably
caused by the collision of two asteroids. We need a way to
track
this debris so we can have some advance warning of meteorite
impacts.
Our Skydock facility has been fitted with a series of telescopes
to
look for incoming meteors. This should give us some warning
before
they fall.
Gives early warning of meteor strikes.
Orbital Package None 3500 14 Adv
Upon arrival at our new home, we want to deploy a series of
satellites and probes that will provide data about the planet
and
support colony operations.
This group of satellites and probes, to be deployed upon
reaching
our destination planet, includes EDWARD, a communications
satellite,
a solar power satellite, orbital observers, and several types of
atmospheric and geologic probes.
Allows production of the Orbital Package at the Spaceport.
Rocket Atmospheric Re-entry System None 4500 14 Adv
Our SULVs have been designed to launch payloads into orbit, but
the
only portion which returns to New Terra is the nose cone
containing
the crew. With some modification, it may be possible to
assemble a
new model of SULV that can re-enter the atmosphere.
Our missile re-entry program has had limited success. We have
developed an EMP missile that can be launched at the Eden colony
and
disable their units in a wide area. However, the modifications
allowing the missile to deliver such a payload have restricted
its
range. The missile cannot reach the current location of the
Eden
colony, but as the uninfected area of New Terra shrinks, they
may
come into range.
Allows production in Mission Twelve of EMP Missiles at the
Spaceport.
Sensor Package None 3500 14 Adv
A portion of the Conestoga's sensor suite was among the debris
retrieved from the second crash site. This appears to have been
part of the telemetry system used to monitor the deep-space
probes
sent out to locate a suitable destination. We believe we can
use
this as the basis for a similar system.
Before we can depart the New Terra system, we must have a
destination. Our Sensor Package includes a Nanoprobe launcher,
capable of sending thousands of microbe-sized probes toward
potentially habitable planets, and a sensor/telemetry system
which
will evaluate the reports sent back by the Nanoprobes.
Allows production of the Sensor Package at the Spaceport.
Solar Power None 3200 14 Adv
The technology behind solar power has been available for quite
some
time, the size of the solar collector panels needed to generate
a
significant amount of power has always been judged prohibitive,
especially since our periodic evacuations began. However, with
the
redevelopment of a space program, it is possible to build a
solar
collector satellite which beams the energy it collects to a
ground-
based receiver.
The solar power system, comprised of a collector satellite and
ground-based receiver, is an inexpensive alternative energy
source.
The satellite, once in orbit, can be retargeted at a new ground
location after an evacuation, and the receivers are much less
volatile than our Tokamak fusion reactors.
Allows production of the Solar Power Array at the Structure
Factory
and Solar Power Satellite at the Spaceport.
Stasis Systems Habitat Ring
Health Maintenance 3500 14 Adv
The cold-sleep system used in the 'Conestoga' successfully
slowed
the metabolic rate of the colonists traveling from Earth to New
Terra, but at the cost of shortening their lives once they had
arrived. Fortunately, our medical technology has advanced
significantly since our arrival, and we believe we now have a
method
of inducing true suspended animation without the same loss of
longevity.
The Stasis Systems contain suspended animation chambers for 200
colonists. This module, like the Habitat Ring, is equipped with
our
superconductive magnetic coil radiation shield system.
Allows production of the Stasis Systems at the Spaceport.
************************************************************
Mission Twelve -
Mission Briefing:
Commander:
The Blight has spread much too quickly. We simply cannot
complete
our starship before it consumes our buildings, our vehicles...
and
our people. The ferocity of Eden's last assault has shown they
are
well beyond reason.
This is our darkest hour.
The Council has reluctantly authorized our plan of last resort.
Recent research has been able to convert our SULV into a
ballistic
missile carrying an EMP warhead. If we can launch the missile
on
Eden's site, we may be able to assault the Spaceport in the
ensuing
chaos and capture their RLV.
When the Spaceport is under the EMP effect move a Spider
alongside
the RLV to capture it. When our own Spaceport is active and the
launch pad is empty the captured RLV will land and we can begin
to
use it.
This will allow us to do the final assembly of our starship,
launch
our supplies, and save our colonists.
To slow down any counterattack after the RLV is secured we must
destroy the Spaceport and any Vehicle Factories and Garages in
Eden.
One small glimmer of hope has arisen. Our scientists may have
figured out a way to take more people on the starship than we
originally thought. Who the passengers will be has yet to be
decided.
But only if our plan works.
The Specific Objectives list shows the details of our battle
plan.
This is our final hope Commander. Good luck.
The Map
Terrain map for Plymouth Mission 12. This is a 256 x 64 map.
Easy Level
Mission Objectives
1) You must capture Eden's RLV.
2) You must build and launch these starship components:
Orbital Package, Sensor Package, Phoenix Module.
3) You must launch 10000 units of Common Metals, 10000
units of
Food, and 10000 units of Rare Metals to the starship.
4) You must evacuate Eden's Children* and 200 Colonists* to
the
starship.
Objectives marked with an asterisk (*) are added during the
course
of the mission as other objectives are achieved.
Strategies:
Build Agridomes and Residences early. Build two Agridomes more
than
are required to feed your current population to accumulate 10000
extra units of food for the starship.
Bulldoze a path between each smelter and its respective mine.
Start
three trucks running each route to accumulate ore. About five
trucks running each route seems to provide an adequate ore
supply,
so build four additional trucks as time permits.
You will be facing repeated small attacks from the Eden colony
to
the west of you. Try to capture as many units as possible, but
beware of the Acid Cloud weapon. An Acid Cloud can destroy many
spiders with a single shot. You will need to build up an
offensive
force to capture Eden's RLV. Consider building a second Vehicle
Factory to speed production of combat units. Good results can
be
had from a force of 15 EMP Tigers and 15 RPG Tigers to do most
of
the fighting, with eight Supernova Lynx to destroy the Vehicle
Factories, Garages, etc. About 15 Spiders are sufficient to
insure
success. A straight frontal attack with half your forces will
draw
all of the defending tanks to the front wall. Fire an EMP
missile
into the mass of tanks, and capture as many as you can with
Spiders.
Use the other half of your forces to destroy enemies you fail to
capture.
After you have deployed the Phoenix Module, the Rare Ore Storage
Module, the Common Ore Storage Module, and the Food Storage
Module,
a green Evacuation Transport will appear on the plateau to the
northwest of your base and drive to your Command Center. This
contains the Eden Children. You must build and launch the
Children's Evacuation Module to complete the mission. After
building and launching the Children's Module, you must build the
Colonist Evacuation Module. When you have enough people to fill
the
module, load it and launch it.
The microbe will enter the map around time mark 2000 so you
should
have plenty of time to finish the mission.
Normal Level
Mission Objectives
1) You must capture Eden's RLV.
2) You must launch 10000 units of Common Metals, 10000
units of
Food, and 10000 units of Rare Metals to the starship.
3) You must evacuate Eden's Children* and 200 Colonists* to
the
starship.
Objectives marked with an asterisk (*) are added during the
course
of the mission as other objectives are achieved.
Strategies:
Beware of the attacks coming from the north and south to harass
you.
There are many different strategies for winning this mission.
It is
really just a combination of several of the missions you have
done
before. Lay waste to the Vehicle Factories and Garages before
you
steal the RLV and the Eden counterattack will be greatly
diminished.
Keep in mind that the EMP Missile is useful for not only
disabling
the Spaceport but it works very well on large formations of
vehicles
that are sitting still. If you have an EMP Missile and a lot of
Spiders ready you can capture many vehicles in a very short
amount
of time.
Usually in this mission a good offense is the best defense.
Meet
attack waves near the middle of the map, a little bit away from
your
base. Build wall formations to funnel them into your kill
zones.
The microbe will come out around time mark 1000.
Hard Level
Mission Objectives
1) You must capture Eden's RLV.
2) You must launch 10000 units of Common Metals, 10000
units of
Food, and 10000 units of Rare Metals to the starship.
3) You must evacuate Eden's Children* and 200 Colonists* to
the
starship.
Objectives marked with an asterisk (*) are added during the
course
of the mission as other objectives are achieved.
Strategies:
See the notes under Normal above. Several enemy waves will
approach
with lights off under cover of night. Building Light Towers or
having Scouts at various places will prevent nasty surprises.
The microbe will come out around 1000 and follow the edge of
darkness into your base. Make sure you have everything you need
before then and that the Children's Evacuation Transport can
still
make it to your base in time.
Research
Topic Predecessor Cost Sci Lab
Phoenix Module None 3500 14 Adv
Before we land our colonists on the new planet, we must send a
lander to prepare the early stages of a colony. We have in our
databases portions of the plans for the Seed Factory used on our
arrival on New Terra, but they are incomplete and obsolescent.
When deployed, this self-contained lander transforms into
several of
the initial structures and vehicles needed to start a colony.
These
structures are all capable of operation without human presence,
and
will give our new home a head start.
Allows production of the Phoenix Module at the Spaceport.
**************************************************************
LEGAL JUNK
**************************************************************
This Document copyright (c) Cam Roth, 1999
This document is not to be published, sold, or used on
your site unless you get a written consent from me.
My e-mail address is _ [email protected] _